Transportasi merupakan suatu proses pemindahan manusia atau barang dari suatu tempat ke tempat yang lain dengan menggunakan alat bantu kendaraan darat, kendaraan laut dan kendaraan udara, baik yang pribadi maupun umum (Putri, 2016). Pada era globalisai transportasi memegang sebuah peranan penting dalam menunjang berlangsungnya segala kegiatan dalam kehidupan manusia, karena kebutuhan transportasi adalah kebutuhan turunan akibat aktivitas ekonomi, sosial, dan sebagainya (Priyatna, 2013). Seiring dengan pertumbuhan penduduk yang semakin yang semakin terus meningkat, kebutuhan akan transportasi pun semakin bertambah (Katherine, 2016). Di sisi lain, perubahan gaya hidup yang menuntut masyarakat untuk serba cepat memicu semakin banyak masyarakat yang memilih jasa penerbangan sebagai sarana transportasi mereka (Ritonga, 2015).
Sektor penerbangan dewasa ini merupakan sektor baru yang paling penting dalam meningkatkan pertumbuhan ekonomi disebuah negara (Archana, 2012). Karakteristik jasa sektor penerbangan memiliki keunggulan dibandingkan dengan jasa transportasi yang lain, dimana sektor penerbangan dapat melayani angkutan dengan kecepatan tinggi, daya angkut yang semakin luas, daya jelajah yang semakin jauh, tingkat kenyamanan pelayanan penumpang semakin tinggi, dan keandalan serta keselamatan terbang pun semakin meningkat (Awaluddin, 2013). Salah satu diselenggarakannya penerbangan adalah mewujudkan penyelenggaraan penerbangan yang aman, tertib dan teratur, nyaman dan ekonomis (Setiani, 2016), namun kondisi saat ini banyak sejumlah maskapai penerbangan yang tidak memperhatikan tingkat ergonomi atau kenyamanan pada penumpang.
Hal ini disebabkan karena beberapa fitur dan kelengkapan komponen pada kabin penumpang (passenger cabin) pesawat terbang dinilai kurang nyaman, efektif dan tidak mampu diakomodasi oleh sebagian orang Asia khususnya orang Indonesia. Salah satunya adalah overhead stowage compartments bin atau lebih dikenal dengan sebutan overhead bins yang merupakan sebuah bagasi yang terletak diatas tempat duduk penumpang dan berada di sepanjang kabin pesawat terbang dari depan ke belakang. Overhead bins berfungsi untuk meletakan atau menyimpan barang muatan penumpang selama penerbangan (Djamal, 2013). Tata letak komponen tersebut membuat penumpang di seluruh dunia khususnya dari Asia (seperti Indonesia yang memiliki tubuh yang lebih pendek), akan mengalami kesulitan dan rasa tidak nyaman pada saat proses memasukan (loading) dan mengeluarkan (unloading) barang muatan serta lorong kabin (jalan diantara dua kursi) yang begitu sempit dapat menimbulkan wasting time pada saat boarding (Milne, 2014). Berdasarkan hal tersebut penulis memiliki gagasan yaitu inovasi pada bagasi kabin pesawat (overhead bins) dengan menambahkan kapasitas ukuran dan beban pada saat proses loading dan unloading barang muatan
Transportasi merupakan suatu proses pemindahan manusia atau barang dari suatu tempat ke tempat yang lain dengan menggunakan alat bantu kendaraan darat, kendaraan laut dan kendaraan udara, baik yang pribadi maupun umum (Putri, 2016). Pada era globalisai transportasi memegang sebuah peranan penting dalam menunjang berlangsungnya segala kegiatan dalam kehidupan manusia, karena kebutuhan transportasi adalah kebutuhan turunan akibat aktivitas ekonomi, sosial, dan sebagainya (Priyatna, 2013). Seiring dengan pertumbuhan penduduk yang semakin yang semakin terus meningkat, kebutuhan akan transportasi pun semakin bertambah (Katherine, 2016). Di sisi lain, perubahan gaya hidup yang menuntut masyarakat untuk serba cepat memicu semakin banyak masyarakat yang memilih jasa penerbangan sebagai sarana transportasi mereka (Ritonga, 2015).
Sektor penerbangan dewasa ini merupakan sektor baru yang paling penting dalam meningkatkan pertumbuhan ekonomi disebuah negara (Archana, 2012). Karakteristik jasa sektor penerbangan memiliki keunggulan dibandingkan dengan jasa transportasi yang lain, dimana sektor penerbangan dapat melayani angkutan dengan kecepatan tinggi, daya angkut yang semakin luas, daya jelajah yang semakin jauh, tingkat kenyamanan pelayanan penumpang semakin tinggi, dan keandalan serta keselamatan terbang pun semakin meningkat (Awaluddin, 2013). Salah satu diselenggarakannya penerbangan adalah mewujudkan penyelenggaraan penerbangan yang aman, tertib dan teratur, nyaman dan ekonomis (Setiani, 2016), namun kondisi saat ini banyak sejumlah maskapai penerbangan yang tidak memperhatikan tingkat ergonomi atau kenyamanan pada penumpang.
Hal ini disebabkan karena beberapa fitur dan kelengkapan komponen pada kabin penumpang (passenger cabin) pesawat terbang dinilai kurang nyaman, efektif dan tidak mampu diakomodasi oleh sebagian orang Asia khususnya orang Indonesia. Salah satunya adalah overhead stowage compartments bin atau lebih dikenal dengan sebutan overhead bins yang merupakan sebuah bagasi yang terletak diatas tempat duduk penumpang dan berada di sepanjang kabin pesawat terbang dari depan ke belakang. Overhead bins berfungsi untuk meletakan atau menyimpan barang muatan penumpang selama penerbangan (Djamal, 2013). Tata letak komponen tersebut membuat penumpang di seluruh dunia khususnya dari Asia (seperti Indonesia yang memiliki tubuh yang lebih pendek), akan mengalami kesulitan dan rasa tidak nyaman pada saat proses memasukan (loading) dan mengeluarkan (unloading) barang muatan serta lorong kabin (jalan diantara dua kursi) yang begitu sempit dapat menimbulkan wasting time pada saat boarding (Milne, 2014). Berdasarkan hal tersebut penulis memiliki gagasan yaitu inovasi pada bagasi kabin pesawat (overhead bins) dengan menambahkan kapasitas ukuran dan beban pada saat proses loading dan unloading barang muatan
Peraturan ekspresi gen mencakup berbagai mekanisme yang digunakan oleh sel untuk meningkatkan atau menurunkan produksi produk gen tertentu ( protein atau RNA ), dan secara informal disebut regulasi gen .
Ini adalah ringkasan materi Biologi tentang mater ini. ini dibuat untuk mempermudah adik-adik dalam belajar, karena banyak sekali buku atau referensi yang dipakai akan membuat kita bingung harus membaca yang mana. apalagi dalam menghadapi UN dan USBN yang sudah didepan mata, kita harus membuat trik dan strategi yang cepat dan tepat dalam mengulang materi yang sudah lalu agar gampang untuk diingat dan dicerna. semoga bermanfaat, sehat dan sukses selalu.
Presentasi Kelompok Kelas Pak Ary Setyawan
Jurusan Teknik Sipil UNS
Perkerasan Jalan Raya
Menjelaskan cara hitung perencanaan perkerasan jalan raya Lentur (flexible) dan Kaku (rigid) menggunakan metode analisis komponen dan metode manual menurut Manual Perkerasan Jalan Raya.
Desember 2015
Agile-User Experience Design: With or Without a Usability Expert in the Team?louschwartz
In the past decade, numerous experiments of Agile-User Experience Design (also called Agile-UX) have been carried out. Through these experiments it remains unclear who should be in charge of the usability in an Agile-UX project development. After a review of the literature about the involvement of usability expert(s) in Agile-UX, this paper repeats two experiments which explore the necessity to involve usability experts in the team. The first experiment is based on the statement that developers should be able to manage the User-Centred Design (UCD) and conduct the related methods without the intervention of a usability expert, in order to respect agile practices. The second one is based on the statement that integration of a usability expert in project teams ensures better implementation of UCD and better results. Results of both experiments are discussed to validate research hypotheses for future work.
Peraturan ekspresi gen mencakup berbagai mekanisme yang digunakan oleh sel untuk meningkatkan atau menurunkan produksi produk gen tertentu ( protein atau RNA ), dan secara informal disebut regulasi gen .
Ini adalah ringkasan materi Biologi tentang mater ini. ini dibuat untuk mempermudah adik-adik dalam belajar, karena banyak sekali buku atau referensi yang dipakai akan membuat kita bingung harus membaca yang mana. apalagi dalam menghadapi UN dan USBN yang sudah didepan mata, kita harus membuat trik dan strategi yang cepat dan tepat dalam mengulang materi yang sudah lalu agar gampang untuk diingat dan dicerna. semoga bermanfaat, sehat dan sukses selalu.
Presentasi Kelompok Kelas Pak Ary Setyawan
Jurusan Teknik Sipil UNS
Perkerasan Jalan Raya
Menjelaskan cara hitung perencanaan perkerasan jalan raya Lentur (flexible) dan Kaku (rigid) menggunakan metode analisis komponen dan metode manual menurut Manual Perkerasan Jalan Raya.
Desember 2015
Agile-User Experience Design: With or Without a Usability Expert in the Team?louschwartz
In the past decade, numerous experiments of Agile-User Experience Design (also called Agile-UX) have been carried out. Through these experiments it remains unclear who should be in charge of the usability in an Agile-UX project development. After a review of the literature about the involvement of usability expert(s) in Agile-UX, this paper repeats two experiments which explore the necessity to involve usability experts in the team. The first experiment is based on the statement that developers should be able to manage the User-Centred Design (UCD) and conduct the related methods without the intervention of a usability expert, in order to respect agile practices. The second one is based on the statement that integration of a usability expert in project teams ensures better implementation of UCD and better results. Results of both experiments are discussed to validate research hypotheses for future work.
User Centered Design: Interviews & Surveys. DCU_MPIUA
Interviews & Surveys are two of the most effective User Centered Design techniques.
Ver:
- http://www.grihotools.udl.cat/mpiua/entrevistas-interviews
- http://www.grihotools.udl.cat/mpiua/cuestionarios-surveys
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
Program versus Software, Software Characteristics, S/W Failure rate, Evolution Pattern, Types of Software, Stakeholders in Software Engineering, Software Quality, Software Crisis, Software Engineering: A Layered Technology, Evolution of Design Techniques, Exploratory style of S/W Development
[2015/2016] Software systems engineering PRINCIPLESIvano Malavolta
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Client's want to understand what value proposition new technology disruption will bring into their business and hence fast turnaround from delivery team is order of the day.
This presentation is a process guideline to accelerated delivery of cognitive application's proof of concepts.
Software Engineering REQUIREMENTS ANALYSIS AND SPECIFICATIONDr Anuranjan Misra
Software Requirements: Functional and Non-Functional, User requirements, System requirements, Software Requirements Document – Requirement Engineering Process: Feasibility Studies, Requirements elicitation and analysis, requirements validation, requirements management-Classical analysis: Structured system Analysis, Petri Nets- Data Dictionary
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
2. Fall 2002 CS/PSY 6750
Agenda
• Good vs. bad design
• User-centered Design (UCD) process
− Individual steps
3. Fall 2002 CS/PSY 6750
Good Design (reminder!)
“Every designer wants to build a high-
quality interactive system that is admired
by colleagues, celebrated by users,
circulated widely, and imitated frequently.”
(Shneiderman, 1992, p.7)
…and anything goes!…
11. Fall 2002 CS/PSY 6750
But What Makes it Good?!
• Functionality
• Speed & efficiency
• Reliability, security, data integrity
• Standardization, consistency
• USABILITY !
12. Fall 2002 CS/PSY 6750
Closer to Fine: A Philosophy
…The human user of any system is the
focus of the design process. Planning and
implementation is done with the user in
mind, and the system is made to fit the
user, not the other way around….
13. Fall 2002 CS/PSY 6750
“Good Design” Means
• Systems are built for humans; must be designed for
the user
• Recognize individual differences; appreciate design
implications of these human factors
• Recognize the design of things, procedures, etc.,
influences human behavior and well-being
• Emphasize empirical data & evaluation
• Rely on the scientific method
• Things, procedures, environments, and people do not
exist in isolation
14. Fall 2002 CS/PSY 6750
Good Design Is Not…
NOT just applying checklists and
guidelines
− These can help, but UCD is a whole philosophy
NOT using oneself as the model user
− Know your real users; recognize variation in humans
NOT just common sense
− Knowing how to design a fire alarm so it will be heard
over background noise is not something we all know.
− The HF specialist knows where or how to get the
information needed to answer design questions
15. Fall 2002 CS/PSY 6750
User Centered Design
• A way to force yourself to identify and
consider the the relevant human factors in
your design
• Helps reduce the number of decisions
made out of the blue, and helps focus
design activities
• Helps document and defend decisions
that may be reviewed later
16. Fall 2002 CS/PSY 6750
The Tao of UCD
DESIGN IMPLEMENT
USE &
EVALUATE
17. Fall 2002 CS/PSY 6750
UCD: 9 Step Overview
1. Define the Context
2. Describe the User
3. Task Analysis
4. Function Allocation
5. System Layout / Basic Design
6. Mockups & Prototypes
7. Usability Testing
8. Iterative Test & Redesign
9. Updates & Maintenance
18. Fall 2002 CS/PSY 6750
Design Implications
• At each stage, consider how the details of your
discovery process affect your design
Fact Implications
Users 16-80 yrs Range of text sizes
Range of grip strength
Some French speakers Multilingual interface
Astronaut users Extensive training available
Military context Aesthetics less of an issue
Ruggedness is critical
19. Fall 2002 CS/PSY 6750
1. Define the Context
• Context: the “type” of uses, applications
− Life critical systems, applications
− Industrial, commercial, military, scientific, consumer
− Office, home, entertainment
− Exploratory, creative, cooperative
• Market
• Customer (not the same as the User)
…Design Impacts?…
20. Fall 2002 CS/PSY 6750
2. Describe the User (!!)
• Physical attributes
(age, gender, size, reach, visual angles, etc…)
• Physical work places
(table height, sound levels, lighting, software version…)
• Perceptual abilities
(hearing, vision, heat sensitivity…)
• Cognitive abilities
(memory span, reading level, musical training, math…)
• Personality and social traits
(likes, dislikes, preferences, patience…)
• Cultural and international diversity
(languages, dialog box flow, symbols…)
• Special populations, (dis)abilities
21. Fall 2002 CS/PSY 6750
3. Task Analysis
• Talk to and observe users (NOT
customers) doing what they do
• List each and every TASK
• Break tasks down into STEPS
ABSTRACT into standard tasks
(monitor, diagnose, predict, control, inspect, transmit,
receive, decide, calculate, store, choose, operate, etc.)
22. Fall 2002 CS/PSY 6750
4. Function Allocation
• Consider the whole system!
• Decide who or what is best suited to perform
each task (or each step)
− e.g., system remembers login id, and reminds the
user, but user remembers the password
• Base this on knowledge of system hardware,
software, human users’ abilities, culture,
communications protocols, privacy, etc.
• Allocation constraints: Effectiveness;
Cognitive/affective; Cost; Mandatory
…Don’t forget the design implications!…
23. Fall 2002 CS/PSY 6750
5. System Layout / Basic
Design
• Summary of the components and their basic
design
• Cross-check with any Requirements
Documents; Human Factors refs; Hardware
specs; Budgets; Laws (ADA); etc.
• Ensure that the system will support the design
and comply with constraints
• (Verification and Validation, in the language of
software engineering)
24. Fall 2002 CS/PSY 6750
6. Mockups & Prototypes
• “Informed Brainstorming”
• RAPIDLY mock up the user interfaces for
testing with real people
• Pen and paper or whiteboard to start
• Iterate, iterate, iterate!!
• Increasingly functional & veridical
• List audio & visual details at same levels of
detail in the prototypes
− (i.e. don’t forget either of them)
25. Fall 2002 CS/PSY 6750
7. Usability Testing
• Get real (or representative) users to do what they do,
using the prototypes
• Subjective and objective feedback. Sometimes users
“want” features that actually yield poor performance
• Video tape, lots of notes
• Be rigorous wherever possible (stats, etc.)
• Feedback into the iterative evaluation & redesign of the
system
• “Discount” usability testing can be very effective, using
fewer subjects, more rapid results
26. Fall 2002 CS/PSY 6750
8. Iterative Test & Redesign
• Repeat cycles of testing and reworking
the system, subject to cost/time
constraints
• Focus on Functionality First !
• Plan for several versions during
development
27. Fall 2002 CS/PSY 6750
9. Updates & Maintenance
• In-the-field feedback, telemetry, user data,
logs, surveys, etc.
• Analyze and make iterative redesign/test
recommendations
• Updates and maintenance plan as part of
the design!
− (design it so it can be fixed or updated)
28. Fall 2002 CS/PSY 6750
UCD: 9 Step Overview
1. Define the Context
2. Describe the User
3. Task Analysis
4. Function Allocation
5. System Layout / Basic Design
6. Mockups & Prototypes
7. Usability Testing
8. Iterative Test & Redesign
9. Updates & Maintenance
Design
Im
plications?!!
29. Fall 2002 CS/PSY 6750
UCD: Focusing Your Efforts
• There are real-world constraints
• Cutting out steps is not the way to
economize!
• Optimize the efficiency of each step
• Here: Focus on the context and the user,
to get the most value for the time spent
Editor's Notes
Let’s start by broadening out concept of “application”, and recognizing that we could be designing anything from a tractor to a PDA application. So our motto from this point is, “ANYTHING GOES!”. Anything, that is, which satisfies all the requirements and constraints as outlined in our design process.
First, let’s quickly look at a range of designs, in a variety of fields. Some of them are good, like this seat adjustment system. What makes it good?
What about this one? What are some of the features that makes this a good design?
Not all designs end up being good… Seriously, wat went wrong with this design? Someone made it thinking it would be very easy to use. No one INTENDS to make an awkward design… but how do we avoid it?…
Even designs that we consider “classic” or “standard” can be bad, for one reason or another. “It has always been done like that” is NO EXCUSE for a poor design!!
What are two things that could be improved here? (S-R compatibility of controls; reaching over the burners to get to the controls)
Much of what you will be designing is visual…software is largely visual, Web pages, signs, and so on. So you need to pay extra attention to the visual world you create.
This is from a road in Mexico. You can see this, and other examples at baddesigns.com. So which way should you go?
Quick, quick!
It really means do not go to the right.
This is an actual intersection in California. Ugly. Just ugly. But what makes it so bad?
Clutter, small signs, competing signals. If you were turning left, which light is “yours”?
Uhh, this is an actual web page! It’s not even fake!
What do these people sell?
What is their address?
And what is up with that background image?!!
So what is it that makes a design GOOD?
Functionality
Speed & efficiency
Reliability, security, data integrity
Consistency,
BUT MOSTLY, USABILITY
Now, how do we get there?!! How can we make good designs?
It starts with a PHILOSOPHY that puts the human in the center of the design, regardless of what the product or application is. Somehow, somewhere, a human will be affected by your design.
There is a secret society known as Human Factors professionals. Some of us are engineers, some psychologists, some work in other fields.
We all share a common set of principles (and a secret handshake), that include the following:
Systems are built for humans; they must be designed for the user
Recognize individual differences; appreciate the design implications of these factors
Recognize the design of things, procedures, etc., influences human behavior and well-being
Emphasize empirical data & evaluation
Rely on the scientific method and test hypotheses
Things, procedures, environments, and people do not exist in isolation
Now, many people claim us use Human Factors in their designs… and many do.
But let me say a few words about what Human Factors is NOT:
NOT just applying checklists and guidelines
These can help, but USD is a whole philosophy
NOT using oneself as the model user
Know your real users; recognize variation in humans
NOT just common sense
Knowing how to design a fire alarm so it will be heard over background noise is not something we all know.
The HF specialist knows where or how to get the information needed to answer design questions
User Centered Design is a way to help you identify the human factors that will be important in your design.
It is not foolproof. It does not replace training, experience, and practice.
But it can help. It will drastically reduce the amount of things you need to consider in your design. It will help you focus. And it will document your design process, which may be needed if you have to hand the project off to someone else, or if you ever have a problem with the product. You can go back and retrace the design decisions
As I mentioned, User Centered Design is a philosophy, a Tao, a Way, a path.
It is a circular path, including the original design, an implementation of the design, use and evaluation of the design, and further changes to the design.
There is no real starting or ending point. You may think that Design is the first thing. Ahh, grasshopper, you would be mistaken. See, even when you create the first design of something, you bring into that all the previous experience you and other users have with other things in the world. So which comes first, the design or the implementation or the use and evaluation?… I’ll leave you to meditate on that…
There may not be a start or a stop to the Tao of UCD, but there are some steps to help you get through it.
Here is an overview. I’ll quickly describe each step, and then come back to this summary. Remember that I am flying through all this. This is merely an introduction to the concepts here. You’ll get a chance to practice all these things in your homework assignment, but don’t feel like you need to know it all right now.
Basically, you must learn by doing.
Here we go:
Define the Context
Describe the User
Task Analysis
Function Allocation
System Layout / Basic Design
Mockups & Prototypes
Usability Testing
Iterative Test & Redesign
Updates & Maintenance
First off, you need to determine what the context is.
Note that this is not the specific local environment, but rather the larger type of world that your system needs to exist in.
…
And most importantly, WHAT ARE THE DESIGN IMPACTS OF THE CONTEXT?!!!
Next, describe your user. Know your user.
This is certainly the most crucial step, and in your homework, the step that I want you to spend the most energy on.
Consider their:
Physical attributes(age, gender, size, reach, visual angles, etc…)
Physical work places(table height, sound levels, lighting, software version…)
Perceptual abilities(hearing, vision, heat sensitivity…)
Cognitive abilities(memory span, reading level, musical training, math…)
Personality and social traits(likes, dislikes, preferences, patience…)
Cultural and international diversity(languages, dialog box flow, symbols…)
Special populations, (dis)abilities
Once you know the Context and have described the User, you need to know what the users actually do in relation to this system.
In a professional system, this is a critical element, since it is often the case that no one person can describe what goes on. And certainly the Human Factors engineer or the designer may not know in detail what a fighter pilot or assembly line worker, or a kid interacting with a new GameBoy does.
Remember that this is about the USER, not the customer. Often the customer is very different from the USER.
You observe, take notes, videotape, use computer keystroke and mouse movement software, eye-tracking, etc. It can be a big deal.
You list all the things the person and system does, then try to abstract it into generic tasks. This lets you know what is going on.
Then, once you know the tasks that are occurring, you can decide what needs to be done by the various parts of the system. Remember to think outside the box, and to feel empowered to re-allocate tasks that have traditionally been allocated to a particular part of a system.
Base your allocation on what you know about the system elements. Most importantly, include what is known about human abilities and limitations. For example, the complex task of exploring and navigating may be best left to a human, but the task of remembering a long series of numbers may be best left to a computer system. Don’t forget the requirements of the Context, such as cost, failsafe behavior, minimum performance, and so on.
At this point you create a summary of the system components, often with an overview of the larger system in which they fit. If you were designing a spreadsheet, you might describe the whole office suite briefly. Then you get into the elements of the spreadsheet components.
You create a basic design, and layout.
You then cross check this with the specs that you have, the constraints, requirements, and so on.
Based on the layout, you can create simple prototypes of the system. If it is visual, you can sketch it. If it is a physical object, you might quickly build it out of clay. Sounds can either be described, or mocked up as well.
The point is speed, and not accuracy. You are building a prototype, not a finished product.
Crude methods are just fine !! Pen and paper, whiteboard, whatever.
Then you have people use the system prototypes, as best they can. You can do a sort of wizard of oz thing where you work with them to make believe what would happen if they clicked a certain button, or moved a joystick in a given direction.
You take lots of notes, videotape, and so on, and try to get all the reactions you can. Encourage the person to talk aloud as they do this. Try not to interfere, as much as that is possible.
Note that very useful information can be gathered from a very small number of users, at this stage. Later on you will need more people, but for now, just a few is fine.
Again, I am not going into all the details of how to conduct usability testing here. This is not a course in that. The main thing you need to know is that it exists, that you should use it, and that it is helpful.
Then you go back and do it all again!
Plan to do several iterations of testing, redesign, and more testing.
Of course, in the real world you need to live within the limits of cost and time, but fight to include a few iterations at the very least in your design process.
One last point that is often overlooked is including updates and maintenance of whatever you design.
Be clear about how you will evaluate your system once it is out in the wild, how you will design it to be upgraded, and so on. Fo rexmaple, if you know that web browsers are changing constantly, then figure out how your design will accommodate that.
Okay, so here is the overview again. These are listed in the handout, and these slides will be available on your web site.
A few final points about focusing your efforts in UCD.
There are real-world constraints
Cutting out steps is not the way to economize!
Optimize the efficiency of each step
Here: Focus on the context and the user, to get the most value for the time spent