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Tuesday, December 18, 2012

Refleksi Minggu 4

Salam semua.



Kuliah hari ini diambil alih oleh Encik Juhazren b Junaidi. Alhamdulillah, Puan Norasyikin bin Mohd Zaid telah selamat melahirkan bayi lelaki.

Topik kuliah hari ini ialah Rekabentuk Interaksi (Interaction Design)
Ia berkisar tentang bagaimana mahu mereka bentuk sebuah perisian yang mesra pengguna. Interaksi antara perisian dengan pengguna.








http://en.wikipedia.org/wiki/Interaction_design
 
In design, human–computer interaction, and software development, interaction design, often abbreviated IxD, is "about shaping digital things for people’s use", alternately defined as "the practice of designing interactive digital products, environments, systems, and services." Like many other design fields interaction design also has an interest in form but its main focus is on behavior. What clearly marks interaction design as a design field as opposed to a science or engineering field is that it is synthesis and imagining things as they might be, more so than focusing on how things are.
Interaction design is heavily focused on satisfying the needs and desires of the people who will use the product.Where other disciplines like software engineering have a heavy focus on designing for technical stakeholders of a project.

 The Five Dimensions of Interaction Design

The dimensions of interaction Design was first introduced in the introduction of the book Designing Interactions. Gillian Crampton Smith stated that there were four dimensions to an interaction design language. An additional fifth dimension was added by Kevin Silver.

1D Words

This dimension defines the interactions. Words are the interaction that users use to interact with.

2D Visual Representations

The visual representations are the things that the user interacts with on the interface. These may include but not limited to "typography, diagrams, icons, and other graphics"

3D Physical objects or space

The space with which the user interacts is the third dimension of interaction design. It defines the space or objects "with which or within which users interact with"

4D Time

The time with which the user interacts with the interface. Some examples of this are "content that changes over time such as sound, video, or animation"

5D Behavior

The behavior defines the users actions reaction to the interface and how they respond to it.
 

Interaction design pattern

Interaction design patterns are a way to describe solutions to common usability or accessibility problems in a specific context.They document interaction models that make it easier for users to understand an interface and accomplish their tasks.

Reasons to use design patterns

Benefits of using interaction design patterns include:
  • Teaching novices some best practices and common approaches
  • Capturing collective wisdom of designers across many uses and scenarios
  • Giving teams a common language, reducing misunderstandings that arise from different vocabulary
  • Reducing time and costs in the design and development lifecycle
  • Making usable designs the "path of least resistance"
  • Eliminate wasted time spent "reinventing the wheel"
  • Ensuring users have a consistent and predictable experience within an application or service

Advantages over design guidelines

Guidelines are generally more useful for describing requirements whereas patterns are useful tools for those who need to translate requirements to specific software solutions. Some people consider design guidelines as an instance of interaction design pattern as they are also common approach of capturing experience in interaction design. However, interaction design patterns usually have the following advantages over design guidelines:
  1. Abstract guidelines, like the Eight Golden Rules of Interface Design by Shneiderman, do not suggest how to solve a problem like many interaction design pattern, and cannot be used for interdisciplinary communication. Furthermore, guidelines do not provide an explanation as to why a particular solution works.
  2. Concrete guidelines, like Macintosh Human Interface Guidelines, are too tailored to a specific interface, and therefore are not as effective when applied to other interfaces (especially non-Macintosh interfaces).
  3. Other problems with guidelines are that they tend to be too numerous which makes it difficult for designers to apply the right guidelines. Also guidelines assume an absolute validity while usually they can only be applied in a particular context. A result of that is also that guidelines often tend to conflict just because they lack describing a context.
Guidelines and patterns are not necessarily conflicting, and both can be used in conjunction to identify the problem and then create a valid solution.


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