12-CRS-0106 REVISED 8 FEB 2013 CSG2C3/ Interaksi Manusia dan Komputer (IMK) TIM Dosen IMK USER CENTERED DESIGN KK SIDE 2/5/20161.

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12-CRS-0106 REVISED 8 FEB 2013 CSG2C3/ Interaksi Manusia dan Komputer (IMK) TIM Dosen IMK USER CENTERED DESIGN KK SIDE 2/5/20161

12-CRS-0106 REVISED 8 FEB /5/20162

12-CRS-0106 REVISED 8 FEB 2013 What is User-Centered Design? An approach to UI development and system development. Focuses on understanding: –Users, and –Their goals and tasks, and –The environment (physical, organizational, social) Pay attention to these throughout development 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 3

12-CRS-0106 REVISED 8 FEB 2013 ISO on User-centered Design ISO describes human-centered design processes for interactive systems Principles of human-centered design: –Active involvement of users –Appropriate allocation of function between user and system –Iteration of design solutions –Multidisciplinary design teams 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 4

12-CRS-0106 REVISED 8 FEB 2013 ISO on User-centered Design (2) Essential activities in human-centered design: –Understand and specify the context of use –Specify the user and organizational requirements –Produce design solutions (prototypes) –Evaluate designs with users against requirements 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 5

12-CRS-0106 REVISED 8 FEB 2013 What is a user-centered approach? User-centered approach is based on: –Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics –Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed –Iterative design: when problems are found in user testing, fix them and carry out more tests 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 6

12-CRS-0106 REVISED 8 FEB 2013 Four basic activities There are four basic activities in Interaction Design: –1. Identifying needs and establishing requirements –2. Developing alternative designs –3. Building interactive versions of the designs –4. Evaluating designs 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 7

12-CRS-0106 REVISED 8 FEB 2013 A simple interaction design model Exemplifies a user-centered design approach 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 8

12-CRS-0106 REVISED 8 FEB Identifying needs and establishing requirements Some practical issues Who are the users? What are ‘needs’? 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 9

12-CRS-0106 REVISED 8 FEB 2013 Target users 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 10

12-CRS-0106 REVISED 8 FEB 2013 Who are the users/stakeholders? Not as obvious as you think: – those who interact directly with the product – those who manage direct users – those who receive output from the product – those who make the purchasing decision – those who use competitor’s products Three categories of user (Eason, 1987): – primary: frequent hands-on – secondary: occasional or via someone else – tertiary: affected by its introduction, or will influence its purchase 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 11

12-CRS-0106 REVISED 8 FEB 2013 What are the users’ capabilities? Individual differences: size of hands may affect the size and positioning of input buttons motor abilities may affect the suitability of certain input and output devices height if designing a physical kiosk strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities (e.g. sight, hearing, dexterity) abilities also vary according to context 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 12

12-CRS-0106 REVISED 8 FEB 2013 Users’ needs 2/5/201613

12-CRS-0106 REVISED 8 FEB 2013 What are ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: –their context –what information do they require? –who collaborates to achieve the task? –why is the task achieved the way it is? Envisioned tasks: –can be rooted in existing behaviour –can be described as future scenarios 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 14

12-CRS-0106 REVISED 8 FEB 2013 Brief overview of common methods to gather user data Interviews Questionnaires Observation Choosing and combining techniques 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 15

12-CRS-0106 REVISED 8 FEB 2013 Interviews Unstructured - are not directed by a script. Rich but not replicable. Structured - are tightly scripted, a questionnaire delivered verbally. Replicable but may lack richness. Semi-structured - guided by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability. 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 16

12-CRS-0106 REVISED 8 FEB 2013 Interview questions Two types: −‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’ −‘open questions’ do not have a predetermined format Closed questions are easier to analyze Avoid: −Long questions −Compound sentences - split them into two −Jargon and language that the interviewee may not understand −Leading questions that make assumptions e.g., why do you like …? −Unconscious biases e.g., gender stereotypes 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 17

12-CRS-0106 REVISED 8 FEB 2013 Enriching the interview process Props - devices for prompting interviewee, e.g., a prototype, scenario 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 18

12-CRS-0106 REVISED 8 FEB 2013 Contextual Inquiry An approach to ethnographic study. Often conducted as an apprenticeship where user is expert, designer is apprentice A form of interview, but — at users’ workplace (workstation) — 2 to 3 hours long Four main principles: — Context: see workplace & what happens — Partnership: user and developer collaborate — Interpretation: observations interpreted by user and developer together — Focus: project focus to understand what to look for 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 19

12-CRS-0106 REVISED 8 FEB 2013 Questionnaires Questions can be closed or open Closed questions are easier to analyze, and may be done by computer Can be administered to large populations Paper, and the web used for dissemination Sampling can be a problem when the size of a population is unknown as is common online 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 20

12-CRS-0106 REVISED 8 FEB 2013 Questionnaire design The impact of a question can be influenced by question order. Do you need different versions of the questionnaire for different populations? Provide clear instructions on how to complete the questionnaire. Strike a balance between using white space and keeping the questionnaire compact. Decide on whether phrases will all be positive, all negative or mixed. 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 21

12-CRS-0106 REVISED 8 FEB 2013  Responses are usually received quickly  No copying and postage costs  Data can be collected in database for analysis  Time required for data analysis is reduced  Errors can be corrected easily Advantages of online questionnaires 2/5/201622

12-CRS-0106 REVISED 8 FEB 2013 Problems with online questionnaires  Sampling is problematic if population size is unknown  Preventing individuals from responding more than once  Individuals have also been known to change questions in questionnaires 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 23

12-CRS-0106 REVISED 8 FEB 2013 Direct observation in the field –Structuring frameworks –Degree of participation (insider or outsider) –Ethnography Direct observation in controlled environments Indirect observation: tracking users’ activities –Diaries –Interaction logging 242/5/2016 Observation

12-CRS-0106 REVISED 8 FEB 2013 Structuring frameworks to guide observation - The person. Who? - The place. Where? - The thing. What? The Goetz and LeCompte (1984) framework: - Who is present? - What is their role? - What is happening? - When does the activity occur? - Where is it happening? - Why is it happening? - How is the activity organized? 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 25

12-CRS-0106 REVISED 8 FEB 2013 Ethnography (1)  Ethnography is a philosophy with a set of techniques that include participant observation and interviews  Debate about differences between participant observation and ethnography  Ethnographers immerse themselves in the culture that they study  A researcher’s degree of participation can vary along a scale from ‘outside’ to ‘inside’  Analyzing video and data logs can be time-consuming  Collections of comments, incidents, and artifacts are made 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 26

12-CRS-0106 REVISED 8 FEB 2013 Ethnography (2) Co-operation of people being observed is required Informants are useful Data analysis is continuous Interpretivist technique Questions get refined as understanding grows Reports usually contain examples 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 27

12-CRS-0106 REVISED 8 FEB 2013 Direct observation in a controlled setting Think-aloud technique Indirect observation Diaries Interaction logs 2/5/2016 CSG2C3 – Interaksi Manusia Dan Komputer 28

12-CRS-0106 REVISED 8 FEB 2013 Depends on –The focus of the study –The participants involved –The nature of the technique –The resources available Choosing and combining techniques 2/5/201629

12-CRS-0106 REVISED 8 FEB 2013 Competitive/Comparative Analysis, –Try using similar services or products in order to find out:  Current trends in the marketplace  What expectations your users will have  What to do, what not to do  Interface conventions  “Must have” standard features Heuristic Evaluation, –Evaluate an existing interface (or new interface concept) based on set of usability criteria –Mostly used to highlight usability problems and deficiencies –May or may not propose usability solutions –Identified problem areas are addressed by subsequent design work –Normally done with expert evaluators, but it can be a valuable tool for anyone –One detailed checklist: 302/5/ Developing alternative designs

12-CRS-0106 REVISED 8 FEB 2013 Persona, –Models of “archetypical” users culled from user research –Each persona is a description of one particular “typical” user of your system –Personas may be combined if they have the same (or sometimes overlapping) goals –Places the focus on specific users rather than on "everyone” –Helps avoid “the elastic user” Goals, Tasks & Scenarios, –Goals:  Are what the user wants to do, but not how the user achieves them –Tasks:  Describe the steps necessary to achieve the goals  Can vary with the available technology  Are broken down into steps for task analysis, and are recombined into sequence of steps for scenario development  Designers can reorganize, combine, or remove tasks currently performed to help users achieve their goals more efficiently –Scenarios:  Written description of a persona achieving a goal through a set of tasks in a specific context  Should start technology-neutral and become more specific as the design progresses 312/5/ Developing alternative designs

12-CRS-0106 REVISED 8 FEB 2013 Start rough Explore! Use personas to keep the users in view Use scenarios to inform the design Get frequent feedback Note user conventions Make design artifacts public May be expressed in a prototype for usability testing 322/5/ Building interactive versions of the designs Design Prototype Evaluate

12-CRS-0106 REVISED 8 FEB 2013 Let users validate or invalidate the design Ask the user to complete selected typical tasks (from scenarios) and think aloud while they do it Test early in the process Can test with 3-5 users (or less!) “Formal” testing Measures “success” –Set success criteria prior to testing (best done at the project outset) –Compare to baseline if you have one –Have usability problems revealed in the heuristic evaluation been addressed? 332/5/ Evaluating designs

12-CRS-0106 REVISED 8 FEB 2013 Define what is to be tested Select users based on personas Administer the tests Analyze the data Document the findings in a brief Share the findings with the development team Determine what design changes will be made based on test results 342/5/ Evaluating designs

12-CRS-0106 REVISED 8 FEB 2013 Goal Directed Design LUCID etc Other Methods 2/5/201635