DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH
The design sprint is the process of designing, prototyping, and testing an idea in five days to get feedback from users. A design sprint is conducted to reduce the risks of ideas being incompatible with the target, thus saving resources. However, design sprints utilize media that lack documentati...
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id-itb.:588412021-09-06T08:38:34ZDESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH Lailinissa Diandraputri, Tasya Indonesia Final Project activity-centered design, design sprint, prototype, usability goals, user experience goals INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/58841 The design sprint is the process of designing, prototyping, and testing an idea in five days to get feedback from users. A design sprint is conducted to reduce the risks of ideas being incompatible with the target, thus saving resources. However, design sprints utilize media that lack documentation. The solution that can solve that is to use digital media during the design sprint. Digital media that can be used in design sprints are canvas applications. But, existing applications have drawbacks, such as not being user-friendly and too cluttered on one canvas. Therefore, an interaction design of a design sprint application is designed to guide users in every activity. The design sprint application is designed using activity-centered design (ACD), which is an activity-focused approach to help users carry out design sprint activities. After doing one iteration of a low-fidelity prototype and two iterations of a high-fidelity prototype, the result of this final project is a high-fidelity prototype of Sprinter, which is an application that provides media and guides the user step by step in the design sprint. The usability user experience goals of the application are effective to use, efficient to use, easy to learn, and helpful. The achievement of the usability and user experience goals is assessed from usability testing results. The metrics used are success rate for the "effective to use" goal, Time-based Efficiency (TBE) for the "efficient to use" goal, Single Ease Question (SEQ) for the "easy to learn" goal, and Intrinsic Motivation Inventory (IMI) value/usefulness subscale for the "helpful" goal. The results show that the prototype is effective to use with a success rate of 100%, efficient to use with a TBE of 0.33 goals/second which is almost five times compared to physical media (0.07 goals/second), easy to learn with a SEQ score of 6.59 out of 7, and helpful with an IMI value/usefulness subscale score of 6.55 out of 7. text |
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The design sprint is the process of designing, prototyping, and testing an idea in
five days to get feedback from users. A design sprint is conducted to reduce the
risks of ideas being incompatible with the target, thus saving resources. However,
design sprints utilize media that lack documentation. The solution that can solve
that is to use digital media during the design sprint. Digital media that can be used
in design sprints are canvas applications. But, existing applications have
drawbacks, such as not being user-friendly and too cluttered on one canvas.
Therefore, an interaction design of a design sprint application is designed to guide
users in every activity.
The design sprint application is designed using activity-centered design (ACD),
which is an activity-focused approach to help users carry out design sprint
activities. After doing one iteration of a low-fidelity prototype and two iterations
of a high-fidelity prototype, the result of this final project is a high-fidelity
prototype of Sprinter, which is an application that provides media and guides the
user step by step in the design sprint. The usability user experience goals of the
application are effective to use, efficient to use, easy to learn, and helpful.
The achievement of the usability and user experience goals is assessed from
usability testing results. The metrics used are success rate for the "effective to use"
goal, Time-based Efficiency (TBE) for the "efficient to use" goal, Single Ease
Question (SEQ) for the "easy to learn" goal, and Intrinsic Motivation Inventory
(IMI) value/usefulness subscale for the "helpful" goal. The results show that the
prototype is effective to use with a success rate of 100%, efficient to use with a
TBE of 0.33 goals/second which is almost five times compared to physical media
(0.07 goals/second), easy to learn with a SEQ score of 6.59 out of 7, and helpful
with an IMI value/usefulness subscale score of 6.55 out of 7. |
format |
Final Project |
author |
Lailinissa Diandraputri, Tasya |
spellingShingle |
Lailinissa Diandraputri, Tasya DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
author_facet |
Lailinissa Diandraputri, Tasya |
author_sort |
Lailinissa Diandraputri, Tasya |
title |
DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
title_short |
DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
title_full |
DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
title_fullStr |
DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
title_full_unstemmed |
DESIGN SPRINT APPLICATION INTERACTION DESIGN USING ACTIVITY-CENTERED DESIGN APPROACH |
title_sort |
design sprint application interaction design using activity-centered design approach |
url |
https://digilib.itb.ac.id/gdl/view/58841 |
_version_ |
1822003060417757184 |