Mendesain produk yang interaktif untuk memudahkan pengguna berkomunikasi dan berinteraksi dalam kehidupan sehari- hari (Sharp, Rogers and Preece, 2007) Interactive Design Process by Dipstrategy Digital Agency Jakarta
3. ● Designing interactive products to make it easier
for users to communicate and interact in
everyday life (Sharp, Rogers and Preece, 2007)
● Result-focused problem solving (goal-oriented)
● Creative thinking activity
● Decision making activities
A Process
6. User Centered
Design
• Focus: meeting
needs and
involving users in
the design design
• Goal: design
according to user
needs and
expectations
Activity
Centered
Design
Genius
Design
Design Sprint
• Focus: product
stakeholder
activities
• Identify issues
that arise from
users
• A method for designing
an interaction design that
relies on the expertise,
experience, knowledge,
and abilities of the visual
design team and user
experience based on their
assumptions and
intuition.
• Framework for
designing and
testing
interaction
designs in no
time
• Led by Sprint
Master who is a
UX Researcher
and UX designer
The
Methods
8. Expectation Management
➔ To keep user expectations are
realistic
➔ Users are not surprised and
not disappointed with the
designed design
➔ Making users an active
stakeholder
➔ Most likely users will better
understand the issues that arise
➔ Determine product acceptance
Ownership Aspect
Involving users is
important
11. • The interaction design is based on the inspiration of the designer / UX expert
• Rely on the visual design and UX team to make decisions without significant external input
• Relatively faster and less documentation
Genius
Design
12. • Experienced team
• There is a high trust in our intuition and team
members
• We already fully understand the user's purpose
• We want predictable and measurable results
• User testing determines certainty in decision
making
• The team wants to avoid risk (risk averse)
• Sufficient funds and time
Genius Design
Can be used when…
User Centered Design
dapat digunakan ketika…
VS
14. 1. People who interact directly with the product
2. The person who obtains the output of the product
3. People who make purchasing decisions
4. People who use competitors' products
Primary User
Very often use
(frequent hands-on)
Secondary User
Occasionally or
through other people
(occasional)
Tertiary User
Affected by the introduction
or influencing the purchase
of the product
WHO USE OUR
APPLICATION?
15. —Alan Cooper, Software Designer and Programmer
“If we want users to like our software, we should design it to
behave like a likeable person: respectful, generous and
helpful”