Professional Documents
Culture Documents
Sap Rekayasa Interaksi
Sap Rekayasa Interaksi
MATA KULIAH
KODE
SEMESTER/SKS
REFERENSI
1.
2.
3.
4.
5.
Tema Perkuliahan (15)
Penilaian
: REKAYASA INTERAKSI
: 0320373693
: 7 / 2 SKS
:
Neilsen, Jakob. 1993. Usability Engineering. Morgan Kauffman: San Francisco
Neilsen, Jakob. 1999. Designing Web Usability: The Practice of Simplicity, New Riders Publishing: Indianapolis
Sears, Andrew and Jacko Julie A. 2008. The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies,
and Emerging Applications, 2nd Edition. Lawrence Elbaum Associate, Taylor & Francis Group
IBUQ (International Board for Usability Qualification): Certified Professional for Usability Engineering Foundation Level.
Version 1.0 (April 18, 2011)
Hartson, Rex and Pyla, Pardha S. 2012. The UX Book:Process and Guidelines for Ensuring a Quality User Experience. Elsevier
: Games, Innovation, World Citizenship
:
Proyek
: 100%
a. Ide
: 10%
b. Dokumen : 50% (Sumber Imagine Cup 2014)
i. A hero scenario user flow diagram
: showing how your user will experience the most important
functionality of your project.
ii. An information architecture diagram : showing how the core menu screens of your project connect to each
other and what key user tasks are accomplished on each screen. If your project is a game, this diagram should
cover the front end menus screens of your game as well as major screens accessible during gameplay such as a
pause or options screen.
iii. Two low-fidelity wireframes
: demonstrating two sample screens from your project, both of which
should also appear in your information architecture diagram. If your project is a game, one wireframe should be
from your front end menus and one should represent your core gameplay and in-game UI.
iv. One high-fidelity visual target image : showing an important screen from your wireframes, created at
production quality. If your project is a game, this visual target should visualize your core gameplay.
c. Video
: 20%
d. Immersive : 10%
kusuma.wahyu.a
Pertemuan
1.
Sasaran Belajar
Perkembangan
komputer
Generasi komputer
Generasi user
interface
Mahasiswa menyimak,
mencatat, meresume, diskusi
Roots of Usability
UX principles
UX Lifecycle
Mahasiswa menyimak,
mencatat, meresume, diskusi
Spesifikasi dasar UX
dalam perangkat
lunak
Teknik analisis UX
dalam perangkat
lunak
Contextual design
Ethnographics
Mental models
Mahasiswa menyimak,
mencatat, meresume, diskusi
Scenario-based
design
Mahasiswa menyimak,
mencatat, diskusi
Mahasiswa menyimak,
mencatat, diskusi dan
mempraktikkan
Pustaka
Experience
Evaluasi User
Experience
Case Study
user experience
TIK:
Mahasiswa mampu:
1. Menyebutkan model-model prototyping
and sketching
2. Menerapkan model-model prototyping
and sketching
TIU:
Mahasiswa memahami metrik ukur user
experience
TIK:
Mahasiswa mampu menyebutkan dan
menerapkan metrik ukur UX
TIU:
Mahasiswa mampu mengevaluasi user
experience
TIK:
Mahasiswa mampu:
1. Menyebutkan teknik-teknik evaluasi UX
2. Menilai UX dengan instrumen evaluasi
TIU:
Mahasiswa memahami perkembangan tren
dan isu berkaitan dengan user experience
TIK:
Mahasiswa mampu:
1. Menyebutkan kelengkapan usabilitas
2. Menyebutkan instrumen-intrumen
pendukung dalam mengoptimalkan UX
TIU:
Mahasiswa menganalisis UX pada perangkat
lunak
TIK:
Participatory design
Parallel design
UX Metrics
Measurement
instrument
Performance
measurement
Mahasiswa menyimak,
mencatat, diskusi dan
mempraktikkan
Inspection- based
evaluation
Model-based
evaluation
UX assessment
Mahasiswa menyimak,
mencatat, diskusi dan
mempraktikkan
Mahasiswa menyimak,
Intercultural/
mencatat, diskusi dan
International user
mempraktikkan
interface
User interface
standardization
Adaptive user
interface
Multimodal interface
Tangible User
interface
Psychology simplicity
Information
visualization
Mahasiswa menyimak,
diskusi
Mahasiswa mampu:
1. Menyebutkan kelebihan dan kekurangan
sebuah
2. perangkat lunak
3. Memberikan rekomendasi terhadap
perangkat
4. lunak