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Sumber : Southern Ilionis University. Top Myths of Technology Design 1. People can tell you exactly what they want. 2. Anyone can design good technology.

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Presentasi berjudul: "Sumber : Southern Ilionis University. Top Myths of Technology Design 1. People can tell you exactly what they want. 2. Anyone can design good technology."— Transcript presentasi:

1 Sumber : Southern Ilionis University

2 Top Myths of Technology Design 1. People can tell you exactly what they want. 2. Anyone can design good technology “It’s just common sense” “Users are idiots” (ID10 T Error) 3. No one can be expected to use technology without a lot of training, manuals, and support. “Read the Manual, Stupid” (RTFM) Copyright © 2001 by Grant Consulting

3 Why is it so difficult to create a schedule on Student Information System (SIS)? SMITH, JOHN E. 555326543

4 The System’s Work Model does not fit the User’s Work Model Setiap user mempunyai pemahaman bagaimana tujuan dapat terpenuhi Setiap sistem dengan kekuatan khusus adalah merupakan jalan untuk tujuan yang dilakukan

5 The System’s Work Model does not fit the User’s Work Model Untuk aplikasi yang susah, sistem sangat sulit digunakan, sebab tidak merasakan bagian pekerjaan yang dikerjakan. Penyebab kesalahan, tidak digunakan Usability ( dan inovasi ) memandu oleh data langganan Usability ( dan inovasi ) dipandu data customer. Sistem harus berwujud sistem praktis Sebuah sistem harus mendukung pekerjaan user Membuat user lebih efisien / efektif

6 Example: How do people research a topic?

7 What is Design? Disain adalah sebuah kreatifitas dari pembuatan sesuatu yang dapat digunakan dan berdaya guna. Software Engineer Software is reliable, robust, and maintainable Software Designer Software sesuai dengan aktivitas user keseluruhan, mempertinggi produktivitas dan menghasilkan pengalaman yang memuaskan.

8 System’s Work Model vs. Implementation Model System’s Work Model A Major Goal: Membuat implementasi dari model yang invisible ke user. Implementation Model Underlying implementation Linkages

9 From the Interface Hall of Shame The program, Woodworkers Estimate Helper provides a classical example of geekspeak. The program is “designed for woodworkers and cabinet makers”, to assist in the process of calculating price quotes for their projects. Unfortunately the program uses such programming terminology as “Databases”, “Records”, and, if the user attempts to enter a duplicate part name, presents the message “Key Validation Error”. While we do not mean to disparage any woodworkers, we can quite confidently state that the typical woodworker has essentially no practical understanding of such terms, nor should they be required to. Is it any wonder that many new users are intimidated by computers?

10 System Centered vs. Customer Centered Design System Centered Design Focuses on organizing the functionality of the system Customer Centered Design Focuses on the user’s mental model

11 Model Recap User’s Mental Model User’s Work Model System Work Model Implementatio n Model Mental model – How the user thinks Reality – Actual work practice Work model imposed by the artifact's) Underlying system structure HumanInterface/InteractionTechnology Cooper, p. 23

12 Top Two Rules of Technology Design Actions Speak Louder Than Words Trial and Error Copyright © 2001 by Grant Consulting

13 Actions Speak Louder Than Words What people say they do is not what they really do What people say they want is not what they really need What they complain about is only at the surface Copyright © 2001 by Grant Consulting

14 Trial and Error You only really know how good it is after they use it Why not have them use it as soon as possible? Copyright © 2001 by Grant Consulting

15 Contextual Design (CD) Gather data from multiple users Design depends on seeing the implications of the data Design begins with a creative leap from customer data to implications for design and from implications to ideas for specific features Abstract data into a common model

16 Steps in Contextual Design Contextual Inquiry Work Modeling Consolidation User Environment Design Interface Design and Prototyping Work Redesign

17 Step 1 - Contextual Inquiry Gather Data Observation Interview Participation “Shadowing” Learn User’s Vocabulary Gather Artifacts Gain an understanding of the user

18 Step 2 – Work Modeling Concrete Representations User’s activities Context of the work Team Interpretation Sessions Shared understanding

19 Step 3 - Consolidation Look across multiple users Common practices Divergent practices Inductive Process Going from a few to a large population

20 Step 4 – Work Redesign Don’t just automate Look for places to improve Focus on changing people’s lives not on delivering tools Visioning Brainstorming sessions Creative process

21 Step 5 – User Environment Design Explicit representation of the system work model “Blue Print” for the User Interface Design

22 Step 6 – Interface Design & Prototyping Iterative Design & Improvement Paper Prototyping Lo-fidelity (lo-fi) prototype Communicate design with the user Hi-fidelity (hi-fi) Prototyping Rapid prototyping tools


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