Multimedia Design Principles Pertemuan 9 Matakuliah : T0732 / Sistem Multimedia

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Matakuliah
Tahun
: T0732 / Sistem Multimedia
: 2007
Multimedia Design Principles
Pertemuan 9
Learning Outcomes
Pada akhir pertemuan ini, diharapkan mahasiswa akan
mampu :
• memilih desain yang baik untuk informasi, interface dan
navigasi aplikasi multimedia
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Outline Materi
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Information Design
Navigation
Interface Design
Metaphor
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Why Design?
“People need to get into your software in about
20 seconds and get immediate possitive
feedback and reward; then they are smiling and
having a good time and they want to go further.”
– Trip Hawkins, Electronic Arts Chairman.
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Information Architecture
• Linear / Sequential  telling a story
• Hierarchical  organized information
• Network / Web  exploring
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Structural Issues
• Depth
• Breadth
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Navigation
• Key Questions
– Where am I?
– Where have I been?
– Where can I go to?
• Navigation Techniques
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Browsing
Searching
Site Maps
Indexes
Navigation
• Providing indicators - ‘you are here’
– Cascading menus
– Thumbnail maps
– Color coding
• Providing ‘Search facilities’
– Sitemaps
– Explicit ‘Home’ button
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Usability Attributes
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Match between system and the real world
User control and freedom  support undo and redo
Consistency and standards  “exit” or “quit” ?
Error prevention
Flexibility and efficiency of use  expert/basic mode
Aesthetic and minimalist design
Help users recognize, diagnose, and recover from
errors  understandable error message
From Jacob Nielsen’s “Ten Usability Heuristics”
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Interface Design Issues
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Hyperlinks, icons, and buttons
Alignment
Text
Color
Screen size and resolutions
And so on .…
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Hyperlinks, Icons, and Buttons
• Use common colour to indicate the state of hyperlinks
(selected, rollover, or clicked)
• Provide icons/buttons that make sense
• Do not force user to learn many new/special icons
• How the buttons is activated/selected  highlight or
shape change
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Alignment
• Both ‘horizontal’ and ‘vertical’ elements on the page.
• Good alignment contributes to cleaner communication
• Centered text is visually unsophisticated and increases
reading time
• Uniformity of alignment of elements throughout the
website
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Text
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Takes longer to read off a screen than from a book
Consider hierarchy of information
Present key information first
Writing - direct, concise, short paragraphs and bulleted
lists
• Limit use of typefaces - maximum 2
• Sans-serif faces are more readable
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Color
• Use simple combinations  color theory
• Warm colors look larger than cool colors
• Bright colors larger than dark ones.
• Intense, saturated color can cause eye strain when used
in quantity so don’t use it as background
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Which one is better?
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Screen Resolutions
2006 Statistic
640x480
800x600
1024x768
1152x864
1280x1024
: 5.3 %
: 13.2 %
: 44.4 %
: 5.2 %
: 31.9 %
From Screen-Resolution.com
2001 Statistic
640x480
800x600
1024x768
1152x864
1280x1024
: 5.7 %
: 52.5 %
: 32.7 %
: 2.3 %
: 2.9 %
From statmarket.com
• Resolution is increasing
• Design for lowest and most used resolution for
ensured success
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Interface Design Pointers
• Define a control area and a stage area
• Choose muted background images and appropriate
button graphics
• Use visual depth to indicate importance
• KISS
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Metaphor
• A complex application can be understood more easily if
the user interface is depicted in a way that resembles
some commonplace system
• Appropriate metaphor allow user to learn/remember
minimal rules or procedures of the application
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Metaphor Example – ReadPlease 2000
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http://homepage.mac.com/bradster/iarchitect/readplease.htm
Metaphor Example – PowerDVD = Tape Deck
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Metaphor Issues
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Used for an application not one button
Several metaphors in one application
Metaphor isn’t always necessary
Stick to metaphors that will be understood by most
users
• Some metaphors don't cross cultural boundaries
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http://www.keyosk.co.uk/pr_letter-boxes-us-style-mailbox-891.shtml
http://commons.wikimedia.org/wiki/Image:Japan_Mailbox_Red.jpg
Q&A
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