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Rangkuman materi Pertemuan 8-12


Pertemuan 8
WHAT, HOW, AND WHY?
What are we trying to achieve in the Requirement Activity?
There are two aims:
- To understand as much as possible about the users, their activities, and the context of that activity
- To produce a set of stable requirements that form a sound basis to start designing.
How Can We Achieve This?
Step by step Requirement Activity:
- At the beginning: a lot to find out and to clarify
- In the middle: concerned with data gathering, analysis, interpretation, and presentation.
- At the end: there is a set of stable requirements that can be the basis of the design activity.
Why ‘Establish’ Requirements?
- The activity of understanding what a product should do has been given various labels, for
example requirement gathering, requirement capture, requirement elicitation, requirement
analysis and requirements engineering.
- We choose the term establish requirements to represent the fact that requirements have been
established from a sound understanding of the users needs and that they can be justified by and
related back to the data collected.
Requirement: Is a statement about an intended product that specifies what is should do or how it should
perform.
Different kinds of Requirements:
1. Functional Requirements: capture what the product should do.
2. Data Requirements: capture the type, volatility, size/amount, persistence, accuracy, and value of
the required data.
3. Environmental Requirements: refer to the circumstances in which the interactive product will
operate.
Four aspects of the environment must be considering when establishing requirements:
a. physical environment such as how much lighting, noise, movement a dust is expected in
the operational environment.
b. social environment regarding the social aspects of interaction design
c. organizational environment e.g. how good is user support likely to be, how easily can it
be obtained and are there facilities or resources for training?
d. technical environment e.g. what technologies will the product run on or need to be
compatible with, and what technological limitations might be relevant?
4. User Characteristics: capture the key attributes of the intended user group.
5. Persona: rich descriptions of typical users of the product under development that the designers
can focus on and design the product for. A persona will include the description of the user’s skill,
attitudes, tasks, and environments.
6. Usability Goals and user experience goals: These are another requirements and should be
captured together with appropriate measures.
There are some forms of data gathering:
1. Interviews
2. Questionnaires
3. Direct and Indirect Observation
4. Studying documentation
5. Researching similar products
There are three of common description types:
- Scenarios
- Use cases
- Essential user cases ( task cases)

Pertanyaan:
1. What is data gathering guidelines for requirement?
Data Gathering Guidelines for Requirements:
o Focus on identifying the stakeholders’ needs
o Involve all the stakeholder groups
o Involving more than one representative from each stakeholder group especially if the
group is large.
o Support the data gathering sessions with suitable props, such as task descriptions and
prototypes if available.
2. What is use case means?
Use case is associated with an actor and it is the actor’s goal in using the system that the use case
want to capture.
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Quantitative data: Data that is in the form of numbers, or that can easily be translated into numbers.
Example: the number of years’ experience the interviewees have
Qualitative data: It is not expressed in numerical terms.
Example: quote from interviewees, vignettes of activity, and images.
The technique for simple quantitative analysis are: average and percentages.
There are three different types of average:
- Mean: the commonly understood interpretation of average
- Median: the middle value of the data after ranked
- Mode: the most commonly occurring number
The first step in qualitative analysis is to gain an overall impression of the data and to start looking for the
patterns. There are three basic types of qualitative analysis:
- Identifying themes
- Categorizing data
- Analyzing critical incidents
The best way to present findings depends on the audience and the original goals of the study. Also is
dependent on the data gathering and analysis techniques used. There are three kinds of presentation style:
- Structured Notations
- Using stories
- Summarizing the findings
Pertanyaan:
1. What is advantage and disadvantage of using a rigorous notations?
Advantages: The meaning of different symbols is well-defined, and so it provides clear guidance
on what to look for in the data and what to highlight and that it enforces precision in expression.
Disadvantage: By highlighting specific elements, it inevitably also downplays or ignores other
aspects, The precision expressed by the notation may be lost on an audience if they don’t know
the notation well.

2. 3 different ways to tell the story!


o Participants may have told stories of their own during data gathering.
o Stories about participants may be employed.
o Stories may be constructed from smaller anecdotes or repeated patterns that are found in
the data.
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There are two types of design:
- Conceptual
- Concrete
There are two distinct circumstances for design:
- Starting from the scratch
- Modifying an existing product.
A Prototype is one manifestation of a design that allows stakeholders to interact with it and to explore its
suitability.
Why Prototype?
- A useful aid when discussing idea with stakeholders
- A communication device among team members
- An effective way for designers to explore design ideas
Low fidelity Prototypes
A low-fidelity prototypes are useful because they tend to be simple, cheap, and quick to produce.
Example of Low-Fidelity Prototypes:
- Storyboarding
- Sketching
- Prototyping with index card
- Wizard of Oz
High fidelity Prototypes
It uses materials that you would expect to be in the final product and produces a prototype that looks like
final thing.
For example: a prototype of a software system developed in Visual Basic is higher fidelity than a paper-
based mockup

Conceptual design is concerned with transforming requirements into a conceptual model.


Key guiding principles of conceptual design are:
- Keep an open mind but never forget the users and their context.
- Discuss ideas with other stakeholders as much as possible.
- Use low-fidelity prototyping to get rapid feedback.
- Iterate, iterate, and iterate
How prototypes may be generated from the output of the requirements activity—producing a storyboard
from a scenario and an index card-based prototype from a use case.
Both of these are low-fidelity prototypes.
- Generating Storyboards
- Generating Card-based Prototypes
Pertanyaan:
1. What is advantange and disadvantage of Low-fidelity Prototype?
Advantage:
o Lower Development cost
o Evaluate multiple design concepts
o Useful Communication device
o Address screen layout issues
o Useful for identifying market requirements
o Proof of concept
Disadvantage:
o Limited error checking
o Poor detailed specification to code to
o Facilitator driven
o Limited utility after requirements established
o Limited usefulness for usability tests
o Navigational and flow limitations
2. What is advantange and disadvantage of High-fidelity Prototype?
Advantage:
o Complete functionality
o Fully interactive
o User-driven
o Clearly defines navigational scheme
o Use for exploration and test
o Look and feel of final product
o Serves as a living specification
o Marketing and sales tool
Disadvantage:
o More expensive to develop
o Time-consuming to create
o Inefficient for proof of concept designs
o Not effective for requirements gathering
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Evaluation is integral to the design process. Evaluator collect information about users’ or potential users’
experiences when interacting with a prototype, a computer system, a component of a computer system, an
application or a design artifact such as a screen sketch.
Why Evaluate?
- User experience involves all aspects of the user’s interaction with the product.
- Nowadays users expect much more than just a usable system—they also look for a pleasing and
engaging experience from more products.
- Simplicity and elegance are valued so that the product is a joy to own and use.
What to Evaluate?
- What to evaluate ranges from low-tech prototypes to complete systems, from a particular screen
function to the whole workflow, and from aesthetic design to safety features.
- Developers of a new web browser may want to know whether users find items faster with their
product.
Where to Evaluate?
- Where evaluation takes place depends on what is being evaluated.
- Some characteristics, such as web accessibility, are generally evaluated in a lab because it
provides the control necessary to investigate systematically whether all of the requirements are
met.
When to Evaluate?
- The stage in the product lifecycle when evaluation takes place depends on the type of product and
the development process being followed.
- Example : the product being developed could be a new concept, or it could be an upgrade to an
existing product.
- If the product is new, then considerable time is usually invested in market research and
discovering user requirements.
These are three classification of evaluation depending on the setting, user involvement and level of
control:
- Controlled settings directly involving users (ex: laboratory and living labs)
- Natural settings involving users (ex: online communities and public places)
- Any setting not directly involving users (ex: consultants, researcher critique)
Pertanyaan:
1. What benefits of controlled settings and uncontrolled settings?
o Uncontrolled settings is that unexpected data can be obtained that provides quite different
insights into people’s perceptions and their experiences of using, interacting, or
communicating through the new technologies in the context of their everyday and
working lives.
o Controlled settings include being able to test hypotheses about specific features of the
interface, where the results can be generalized to the wider population.
2. What methods that used in Any settings Not involving Users?
The method will be used are:
o Inspection Method to predict user behavior and to identify usability problems, based on
knowledge of usability, users’ behavior, the contexts in which the system will be used,
and the kinds of activities that users undertake.
o Examples include heuristic evaluation that applies knowledge of typical users guided by
rules of thumb
o Walkthroughs that involve stepping through a scenario or answering a set of question for
a detailed prototype.
o Other techniques include analytics and models.
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There are two main performance measures used: the time it takes typical user to complete a task and the
number of errors that participants make.
The methods they used: usability testing with think-aloud in which users said what they were doing and
thinking as they did it and an expert review.
- A key question they asked was: “Are user expectations different for the iPad compared with the
iPhone?”
- The usability testing carried out in two cities in United States, Fremont, California and Chicago.
- Participants: considered typical users and varied in age and occupation. Some of them have
experienced in iPhone and had used a variety of apps
- The test: participant being invited to explore any application they found interesting on the iPad.
They were asked to comment on what they were looking for or reading, what they liked and
disliked about a side and what made it easy or difficult to carry out a task.
In research contexts, specific hypotheses are tested that make a prediction about the way users will
perform with an interface. The benefits are more rigor and confidence that one interface feature is easier
to understand or faster than another. An example of hypothesis is context menu (i.e menus that provide
options related to the context determined by the users previous choices) are easier to select options from
compared with cascading menu. Hypotheses are often based on a theory, such as Fitts Law or previous
research findings.
Heuristic Evaluation have three stages:
1. The briefing session, in which the experts are told what to do.
2. The evaluation period, in which each experts typically spends 1-2 hours independently inspecting
the product, using the heuristics for guidance.
3. The debriefing session, in which the evaluators come together to discuss their findings and
prioritize the problems they found and suggest solutions.
Walkthroughs are very focused and so are suitable for evaluating small parts of a product. Cognitive
walk-throughs involve simulating how users go about problem-solving at each step in a human-computer
interaction The steps involved in cognitive walkthroughs are:
- The characteristics of typical users are identified and documented and sample tasks are developed
that focus on the aspects of the design to be evaluated.
- A designer and one or more expert evaluator come together to do the analysis.
- The evaluator walks through the action sequences for each task, placing it within the context of a
typical scenario.
- As the walkthrough is being done, a record of critical information is compile.
- The design is then revised to fix the problems presented.
Predictive models evaluate a system without users being present. Predictive models use formulas to
derive various measures of user performance. Predictive modeling provides estimates of the efficiency of
different systems for various kinds of task.
The models have been used mainly are:
o The GOMS Model
The term GOMS is an acronym that stands for goals, operators, methods, and selection
rules.
o The Keystroke Level Model (KLM)

The KLM provide numerical predictions of user performance.


Pertanyaan:
1. What is Usability problem?
Usability Problem: the main findings show that the participants were able to interact with
websites on the iPad but not optimal.
2. What kind of design based on participant?
o Different-participant design: a single group of participants is allocated randomly to each
of the experimental conditions.
o Same-participant design: all participants perform in all conditions so only half the
number of participants is needed.
o Matched-participant design: participants are matched in pairs based on certain user
characteristics such as expertise and gender.

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