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9/28/2017

Programmer VS User

GOAL-ORIENTED
INTERACTION DESIGN
FENTY EKA MUZAYYANA AGUSTIN

• Programmers are good at designing the in


side of software, interaction designers sho
uld design the outside.
ALLPPT.com _ Free PowerPoint Templates, Diagrams and Charts

Interaction Design VS Interface Design interaction design basics


• design:
• Interface design suggests an interface b – what it is, interventions, goals, constraints
etween code on one side and users on t • the design process
– what happens when
he other side, passing messages between • users
them. It gives programmers a licence to – who they are, what they are like …
code as they please, because the interfac • scenarios
– rich stories of design
e will be slapped on when they are done • navigation
. – finding your way around a system
• Interaction design refers to function, be • iteration and prototypes
– never get it right first time!
haviour, and final presentation.

interactions and interventions

design interactions not just interfaces


not just the immediate interaction
e.g. stapler in office – technology changes interaction style
• manual: write, print, staple, write, print, staple, …
• electric: write, print, write, print, …, staple what is design?

designing interventions not just artefac


ts
not just the system, but also …
• documentation, manuals, tutorials
• what we say and do as well as what we make

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9/28/2017

what is design? golden rule of design

achieving goals within constraints


understand your materials
• goals - purpose
– who is it for, why do they want it
• constraints
– materials, platforms
• trade-offs

for Human–Computer Interaction The process of design

understand your materials what is


wanted scenarios
task analysis
guidelines precise
• understand computers interviews
ethnography
principles specification
analysis
– limitations, capacities, tools, platforms

understand people
design
what is there
• vs. implement
what is wanted and deploy
– psychological, social aspects
dialogue
– human error notations architectures

and their interaction …


evaluation documentation
• heuristics prototype help

Steps … … but how can I do it all ! !


• requirements
– what is there and what is wanted …
• limited time ⇒ design trade-off

• analysis
– ordering and understanding • usability?

• design – finding problems and fixing them? 


– what to do and how to decide
– deciding what to fix? 
• iteration and prototyping • a perfect system is badly designed
– getting it right … and finding what is really
– too good ⇒ too much effort in design
needed!

• implementation and deployment


– making it and getting it out there

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Goal-oriented Interaction Design Goals VS Tasks


• There may be multiple ways of achieving a
goal
• Designing software based on an un • Tasks are not Goals
derstanding of human goals. – Goal: Get something to eat.

• What is a goal? – Task : Go to the restaurant around the corner. Or


• A goal is a final purpose or aim, an
Task : Call the pizza deliver y ser vice. Or

– Task : Go to the supermarket, buy ingredients, an

objective. d cook for myself.

• Tasks are particular ways of accomp • Tasks are a means to an end, not an end in t
hemselves.
lishing a goal. • Tasks change with technology, goals do not

Task VS Technology Personal and Corporate Goals

• Tasks change with technology, goals


do not:
• Year 2000 Year 3000
– Goal: Get to work. * Goal: Get to work
– Task: Take the tram. * Task: Press The
– Task: Take a taxi. teleport Button • Both are the highest expression of goals for
– Task: Drive in traffic * Task: Fly with the their respective owners (both must be taken
jet pack into account).
• But people are doing the work, and their pe
rsonal goals will always take precedence (alt
hough they are rarely discussed, precisely b
ecause they are personal).

System Centered Design


The Interaction Design Process
• System Centered Design 1. Interview users
– What can be built easily on this platform? 2. Create personas
– What can I create from the tools available? 3. Define their goals
– What do I as a developer find interesting to
work on? 4. Create concrete scenarios
– What do I as a developer think users need? 5. Move to a design solution

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The Design Team User Centered Design

Two designers in core team: • The design is based upon a user’s:


• Designer: generates ideas, leads the – abilities and needs
process. – Context
• Design Communicator: articulates – Work
half-formed ideas, writes design spec – Tasks
. • The term “user” is elastic and is liable
to be bent and stretched by the progr
ammer to the needs of the moment.

Personas A Good Persona


• A good persona is not “average”, but t
• Definisi Personas (prototypical user) ypical and believable.
 very specific user. • If the set of users interviewed were so
– An imaginary, but very specific, example mehow plotted according to their char
of a particular type of user. acteristics as a cloud of points, the be
st ones to base personas on would be
– Not “real”, but hypothetical. the ones around the edges.
• A persona is used to role-play throu • If our design satisfies the hard cases a
gh an interface design and check if t round the edges, the ones in the mid
he design would meet the needs of s dle should be able to use the interfac
uch a user. e as well.

Finding Primary and Secondary


Define the Persona Precisely
Personas
• Start off with a larger set of personas.
• Specify a name, age, face, and quirky, • Combine or throw out redundant per
believable detail. sonas.
• For faces, use stock photos from CD-RO • A primary persona will not be satisfie
M or the internet, or photographs taken d with a design for someone else.
during user interviews. – If there are multiple personas with radica
• It is more important to define the perso lly dierent needs, there are multiple prim
na in great and specific detail, so that it aries.
cannot wiggle under the pressure of de – Each primary gets their own interface.
velopment, than that the persona be ex • A secondary persona is mostly satisfi
actly the right one. ed with a primary’s interface, but has
a specific additional need.

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Contoh Persona Contoh Secondary Persona

Contoh Device Contoh Desain

Defining Scenarios for each


Defining Goals for each Persona Persona
• A scenario is a precise description of a per
• Goals and personas co-exist. A pers sona using an interface to achieve a goal.
ona exists to achieve his goals, a g – Daily Use Scenarios : the primar y actions the

oal exists to give meaning to a pers


user will perform. These need the most robu
st design.

ona. – Necessary Use Scenarios : More occasional, i


nfrequent actions, which are necessar y from t

• Define the goals of each persona. ime to time.

– Edge Case Scenarios : Loved by programmer


s, these can largely be ignored during the de
sign process.

• As the design progresses, play act the pers


onas through the scenarios to test the vali
dity of the design.

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Moving to a Design Solution

Parallel Design
• If time and resources
allow, explore design
alternatives.
• Have several design
teams work indepen
dently, then compare
draft designs

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