APSI 09 - User Interface Design
APSI 09 - User Interface Design
APSI 09 - User Interface Design
SISTEM INFORMASI
Bahasan: Pemodelan User Interface Design
Oleh: Tim Dosen APSI
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UML based Software Analysis and Design
(Wahono, 2009)
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4.3.1 User Interface Concepts
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Philosophy and Principles
• Interface design is an art
• Balance between
• Making the interface useful and
• Presenting too much information
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1. Layout Concepts
• The screen is often divided into three boxes
1. Navigation area (top)
2. Status area (bottom)
3. Work area (middle)
• Information can be presented in multiple areas, like
areas should be grouped together
• Areas and information should minimize user movement
from one to another
• Ideally, areas will remain consistent in:
• Size, Shape, Placement for entering data, Reports
presenting retrieved data
• Biggest Problem:
• Too much information to process
• Provide a logical structure
• Chronological
• Most used to least used
• General to specific
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Layout Example
System
Navigation
Report and
form area
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2. Content Awareness
• Make the user aware of the content without
even knowing it
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3. Aesthetics
• Interfaces need to be functional and inviting to use
• Pleasing to the eye
• Avoid squeezing in too much
• Particularly for novice users
• Experienced users can handle more info
• Design text carefully
• Be aware of font and size
• Avoid using all capital letters
• Colors and patterns should be used carefully
• Test quality of colors
• Try the interface on a monochrome monitor
• Use colors to separate or categorize items
• Don't rely on color alone to convey meaning
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4. User Experience
• How easy is the program to learn?
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5. Consistency
• Lets users predict what will happen
• Reduces learning curve
• Considers items within an application and
across applications (Windows API)
• Pertains to many different levels
• Navigation controls
• Terminology
• Same word same meaning
• Report and form design
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6. Minimize Effort
• Three click rule
• Users should be able to go from the main menu to
the information they want
• in no more than three clicks or keystrokes
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4.3.2 Process of User Interface Design
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Five Step Process
1. Look at use cases and sequence diagrams
• Develop use scenarios:
• How will the users use the interface
• ID common user actions
2. Develop Window Navigation Diagram (WND)
3. Design Interface Standards
• Basic design elements upon which interfaces are designed
4. Create Interface Design Prototype
• One for each interface in the system
• Use real use cases
5. Perform interface evaluations
• Are the interfaces ok?
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Interface Evaluation
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1. Use Scenario Development
• Outline of steps users use to perform their
work
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2. Interface Structure Design
• Window navigation diagram (WND)
• Shows how all screens, forms, and reports are
related
• Shows how user moves from one to another
• Like a state diagram for the user interface
• Boxes represent components
• Arrows represent transitions
• Stereotypes show interface type
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Window Navigation Diagram
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3. Interface Standards Design
• The basic elements that are common
across
• Screens
• Forms
• Reports
• Interface metaphor
• A concept from the real world
• Used as a model for the computer system
• Desktop, checkbook, shopping cart
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4. Interface Elements
• Interface objects
• Building blocks of the interface
• Give each object an understandable name
• Understandable names are better than precise names
• Interface actions
• Navigation and command
• Menu, buttons, drop-down lists
• Grammar
• Buy vs. purchase
• Modify vs. change
• Interface icons
• Represent interface objects & actions
• Interface templates
• Templates for screens, forms, reports
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4. Interface Design Prototyping
• A mock-up or simulation of screen, form, or
report
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Storyboard Example
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5. Interface Evaluation Methods
• Understand how to improve the interface
• Should be done before system is finished
• Heuristic evaluation
• Check the prototype
• Design by checklist
• At least three people should participate
• Walkthrough evaluation
• Walk users through the system
• Team simulates movement through components
• Interactive evaluation
• Use prototype
• User tries out the system with a team member present
• Formal usability testing
• Expensive
• Detailed use of special lab testing
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4.3.3 Navigation Design
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Basic Principles
• Assume users:
• Have not read the manual
• Have not attended training
• Do not have external help readily at hand
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Basic Principles
• Prevent mistakes
• Limit choices
• Never display commands that can’t be used
• Confirm actions that are difficult or impossible to undo
• Menus
• Generally aim at broad shallow menus
• Consider using “hot keys”
• Direct Manipulation
• Used with icons to start programs
• Used to shape and size objects
• May not be intuitive for all commands
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Message Tips
• Should be clear,
concise, and complete
• Should be
grammatically correct
and free of jargon and
abbreviations (unless
they are the users)
• Avoid negatives and
humor
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