Hanya digunakan di lingkungan Universtias Catatan Kuliah Rekayasa Perangkat Lunak (Software Engineering) Bagian 2 copyright © 2006 R.S. Pressman & Associates, Inc M. Idham Ananta Timur, S.T., M.Kom. Hanya digunakan di lingkungan Universtias Hanya boleh digandakan untuk mahasiswa di lingkungan universitas yang menggunakan buku Software Engineering: A Practitioner's Approach. Selain itu dilarang keras menggandakan. Presentasi, slide atau hardcopy tidak boleh digunakan untuk short courses, seminar industri, atau kepentingan konsultasi. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Software Engineering: A Practitioner’s Approach, 6/e Bab 12 Desain User Interface copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University Use Only May be reproduced ONLY for student use at the university level when used in conjunction with Software Engineering: A Practitioner's Approach. Any other reproduction or use is expressly prohibited. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Desain Interface Easy to learn? Easy to use? Easy to understand? These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Desain Interface Kesalahan Desain Umum Tidak konsisten Terlalu banyak mengingat Tidak ada panduan Tidak ada sensitivitas Respon buruk Arcane/unfriendly These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Petunjuk Emas Tempatkan user dalam kontrol Kurangi beban memori user Buat interface konsisten These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Tempatkan user dalam Control Tentukan mode interaksi dalam sebuah cara dimana tidak memaksa user untuk melakukan aksi yang tidak perlu atau tidak dikehendaki. Menyediakan interaksi yang fleksibel. Memungkinkan interaksi user untuk diinterupsi dan dibatalkan (undo). Mempersingkat interaksi sesuai dengan tingkat penguasaan dan memungkinkan interaksi dikustomisasi. Sembunyikan hal-hal teknis dari user. Desain interaksi langsung dengan objek yang tampak di layar. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Kurangi beban memori user Kurangi permintaan memori ‘short-term’. Buat default yang bermakna. Tentukan shortcut yang intuitif. Layout visual dari interface harus berdasal metafora dunia nyata. Buka informasi dengan pola progresif. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Buat Interface yang Konsisten Memungkinkan user untuk mengambil langkah yang ada menjadi konteks yang berarti. Kelola konsistensi dalam keluarga aplikasi. Jika model interaktif yang lalu telah memenuhi harapan user, jangan membuat perubahan kecuali ada alasan yang cukup kuat. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Model Desain User Interface User model — profil semua user pada sistem Design model — realisasi desain dari model user Mental model (system perception) — gambaran mental user terhadap apakah interface tersebut Implementation model — “look and feel” interface dipasangkan dengan informasi pendukung yang menggambarkan syntax dan semantik interface These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Proses Desain User Interface These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Analisis Interface Analisis interface berarti pemahaman terhadap : (1) orang2x (end-users) yang akan berinteraksi dengan sistem melalui interface; (2) tugas2x yang harus dilakukan end-users untuk menyelesaikan pekerjaan mereka, (3) isi yang harus dipresentasikan sebagai bagian dari interface (4) lingkungan dimana tugas2x ini dilakukan. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Analisis User Are users trained professionals, technician, clerical, or manufacturing workers? What level of formal education does the average user have? Are the users capable of learning from written materials or have they expressed a desire for classroom training? Are users expert typists or keyboard phobic? What is the age range of the user community? Will the users be represented predominately by one gender? How are users compensated for the work they perform? Do users work normal office hours or do they work until the job is done? Is the software to be an integral part of the work users do or will it be used only occasionally? What is the primary spoken language among users? What are the consequences if a user makes a mistake using the system? Are users experts in the subject matter that is addressed by the system? Do users want to know about the technology the sits behind the interface? These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Analisis Tugas dan Pemodelan Jawab pertanyaan2x berikut … Apa saja pekerjaan user yang akan dilakukan? Apa tugas-tugas dan subtugas yang harus user lakukan untuk menyelesaikan pekerjaan mereka? Apa saja permasalahan spesifik dari domain objek yang akan dimanipulasi user ketika pekerjaan tersebut dilakukan? Seperti apa urutan pekerjaan yang harus dilakukan? Bagaimanakah hierarki pekerjaan tersebut? Use-cases menentukan interaksi dasar Task elaboration menyempurnakan interaksi tugas2x Object elaboration menentukan interface objek (classes) Workflow analysis menentukan bagaimana sebuah proses diselesaikan ketika banyak orang dan peran terlibat These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Swimlane Diagram These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Analisis Isi Tampilan Apakah tipe data yang berbeda ditempatkan pada lokasi yang konsisten pada layar ?? Dapatkah user melakukan kustomisasi lokasi isi pada layar? Apakah identifkasi pada layar sudah diberikan pada semua isi? Jika laporan dengan ukuran besar harus dipresentasikan bagimana mekanisme partisinya supaya mudah dipahami ? Apakah ada mekanisme yang tersedia untuk menampilkan rangkuman dari data dalam ukuran besar ? Apakah output grafis dapat disesuaikan dengan ukuran display piranti yang digunakan user ? Bagaimana penggunaan warna untuk meningkatkan pemahaman? Bagaimana pesan kesalahan dan peringatan ditampilkan kepada user ? These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Langkah-langkah desain Interface Menggunakan informasi yang dikembangkan selaman analisis interface, tentukan objek dan aksi interfacce. Tentukan event yang akan mengakibatkan keadaan interface berubah. Modelkan perilaku ini. Gambarkan setiap keadaan interface sebagaimana tampak di depan user. Indikasikan bagaimana user mengintepretasikan keadaan sistem dari informasi yang disediakan melalui interface. These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Interface Design Patterns Patterns tersedua untuk The complete UI Page layout Forms and input Tables Direct data manipulation Navigation Searching Page elements e-Commerce These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Isu-isu Desain Response time Help facilities Error handling Menu and command labeling Application accessibility Internationalization These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005
Siklus Evaluasi Desain These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005