History of MDEC – Towards Citizen Centricity

MDEC Timeline

2005 – Malaysia Government Portal Website Assessment *MGPWA)

2014 – Provider-based evaluation (ProBE) –

2015 – Malalaysia User Satisfaction Evaluation (MUSE)

now – User Engagement ‘ Jom Sembang’  – towards Citizen Centricity

UNEGDI – Customer Satisfaction Rangkking

  1. Performance
  2. functionallity
  3. content
  4. innovation
  5. search
  6. transparency

2014 – Ranking 31

2016 – Ranking 42 (online service index, human capital index)

2020 – Ranking 15

Phases of e-Government

1997 – 1st wave Promote access and connectivity, focusing on developing insfrastructure

2001 – 2nd wave Service online

2007-2015; 3rd wave – transform the enterprise. 3.1. Automation of existing process, 3.2. Transfom business process and organization

2016 – 20202: 4th next generation smart government

User Experience Part 2 The Process

UX Design Process

  1. Phase 1 – User Studies/Research Design – Discover the user requirements
  2. Phase 2 – User Interface Design
  3. Phase 3 – Interaction Design (Axure RP, Balsmig)

Phase 1 – Discover the user requirements

There are 3 types of requirements:

  1. Business Requirements
  2. Function Requirements
  3. User Requirements

A. Business Requirements

  • Identify Key Stakeholder
  • Understand business requirements
  • Understand project limitation
  • Identify social and cultural practices
  1. Identify key stakeholders
    Stakeholder’s vision & business objectives. Gist of the discovery process – to identify the problems – they wont share their problem. (e.g. ask them recursively, happines index) – e.g. the user, the doctors, the nurse

    1. Observations and shadowing doctors and nurse
    2. Define scenario for the situation – buat gambar kartun will be meaningful
    3. Card Sorting techniques – menu and sub-menu for the health product.
    4. Design – low fidelity (pakai paper prototype)
    5. Develop – cognitive walktrough – think aloud process
      1. Design innovation – a. screen placement, 2. size decrease, 3. sensitivity
    6. Coding Analysis – based on problem identified, code or categorize into group. At least 3 experts people to go through the coding. Here, you can use card sticky notes to categorize the problems discovered
    7. User Requirements
    8. Medium Fidelity prototyping
      1. Low Fidelity – Rich picture, wizard of oz, paper prototyping
      2. High fidelity –
  2. Content analysis
  3. Results, you can use Azure Rapid Prototyping, very useful.
  4.  Deliverables
    1. Create citizen’s life event
    2. Choose simple flow to create wireframe and paper prototyping
    3. Design single screen
    4. Create many screens for navigation
  5. Presentation – to capture life events of the participants, to create low-fidelity prototyping (senang cerita paperwork dulu so that easy to amend when user want to change)

Methods can be used for user studies

  • Netnography – Researcher participated in network to perform research.
  • Passive Observation – Researcher participate as member
  • Active Observation -Researcher participate as speaker and moderator
  • Survery
  • In-situ analysis ‘current-state analysis’framework
  • Intervention actions on UC definition
  • Intervanteion actions on bridging the gap between academics and practitioners
  • HCI / UX – Academics and Practitioners

User Experience Part 1 Introduction

The beauty of User Experience compared to other design is about the UX able to cover Expectation and Emotions from users/business requirements perspectives.

Insted of cognitive and conventional information processing model, UX focus more on Amigdala. According to (LeDuo, 1987) amigdala is the brain component that control of feeling. Talamus —> visual cortex —> motor (to react)

Affordance

‘to give a clue’

Object possibilities for action

Refers to an attribute of an object that allows people to know more about

Affordances. by Mads Soegaard. The concept of anaffordance was coined by the perceptual psychologist James J. Gibson in his seminal book The Ecological Approach to Visual Perception. The concept was introduced to the HCI community by Donald Norman in his book The Psychology of Everyday Things from 1988. Affordance Theory (Gibson) … Summary: Affordance theory states that the world is perceived not only in terms of object shapes and spatial relationships but also in terms of object possibilities for action (affordances) — perception drives. E.g. Loading more than 3 seconds, 53% users will go away

A Persons’ perceptions and responses that result from the use and /or anticipated use of a product, system or service.

  1. Anticipation
  2. Usage
  3. Identification

UX in Digital Development -there is level of

  1. Security & accountability
  2. Functionality
  3. Usability
  4. Pleasureable user interface
  5. Custamizable – personalization
  6. User experience

Design Timeline

1845 – Ergonomics

1940 – Human Factors

1970 – Usability Engineering

1980 – HCI

1990 – Interaction Design

1992 – UX

2000 – Hedonomics (upgrade ergonomics + emotions)

2001 – User centered Design

2004 – Human Computer Interaction in Use  –

2007 – HCI in practice – Process to produce UI

2010 – HCI in Software Development Practice – HCI knowledge and values

2012 – UX Malaysia – value to produce quality digital product

2013 – Experience Design – Jensen (2013)

 

1845 – Ergonomics

1940 – Human Factors

1970 – Usability Engineering

1980 – HCI

1990 – Interaction Design

1992 – UX

2000 – Hedonomics (upgrade ergonomics + emotions)

2001 – User centered Design

2004 – Human Computer Interaction in Use  –

2007 – HCI in practice – Process to produce UI

2010 – HCI in Software Development Practice – HCI knowledge and values

2012 – UX Malaysia – value to produce quality digital product

2013 – Experience Design – Jensen (2013)

User Interface Design

1980s – command line interface

1990 – graphical user interface

2000 – natural user interace

2010 – organic user interface