[Guest Post] UX: Introduction

Editor’s Note: This is part of series about User Experience (UX) which is essential part of product introduction to its user. Here the writer tries to explain what is UX all about and the importance of  UX for a prototype, product or application.

UX (User Experience) is a new field that emerged from the relationship between human and technology. In the beginning, this relationship was studied under the name HCI (Human Computer Interaction). HCI experts study the ability of computers (general: technology products) in interacting with human, while the human ability is studied by Cognitive Psychology experts, also Human Factors experts coming from Industrial Engineering field.

These fields of knowledge combine into a new field called Interaction Design (IxD), where interaction between human and technology is defined in a design before the product is implemented. The Design knowledge emphasizes the importance of a system to be tested with expected users from its simple form (low fidelity prototype). The result of interaction between test-users and the prototype is taken into account for the purpose of developing the system further up to the final form (working prototype). The evaluation process with expected users can be performed several times (iterative) until an appropriate design is decided.

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[Guest Post] Membangkitkan Generasi Y yang Produktif

Editorial: Generasi Y, yang kini sedang ada di bangku kuliah, bekerja di sebuah perusahaan atau sedang mengembangkan bisnis akan memegang peran penting dalam perkembangan industri dalam kurung waktu 5-10 tahun ke depan, Josep William Widjaya sebagai bagian dari universitas (dosen) memliliki pandangan menarik atas kondisi ini dan juga pendapat tentang bagaimana membangkitkan generasi Y untuk bisa menjadi generasi yang produktif.

Anda seorang Generasi Y? Iya, jika Anda terlahir di antara tahun 1980 hingga 1995, dan paling tidak mempunyai ciri-ciri sebagai berikut :

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[Guest Post] Angry Birds is A BRAND

Editorial: talk about startup, we can’t separate it from “branding”, and this time Narenda Wicaksono will tell us his experience attending CommunicAsia and his view aout Angry Birds and branding.

In CommuncAsia 2011 last Sunday in Singapore, Indonesian developer from Agate Studio, GITS Indonesia, Kompas, and ITB had the opportunity to attend a seminar with one of the official in Rovio Mobile as the speaker about “The Making of Angry Birds”, after that the developer from Indonesia had lunch together with him whom share stories about the company.

Born from a Mobile Developer Competition

In 2003, three students from Helsinki University of Technology, Niklas Hed, Jarno Väkeväinen, and Kim Dikert participated in a mobile game developer competition held by one of Finland mobile company. At that time they won the competition with their game called “King of the Cabbage World” and in the end they decided to make a startup called “Relude”. “King of the Cabbage World” sold to “Digital Chocolate” and change name to “Mole War”. It became the first real time and multiplayer supported game in the world! Eight years ago.

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[Guest Post] Enthusiasm, Idealism, and Culture: University’s Main Asset to Trigger Innovation

Editorial: This article is the continuation theme about Silicon Valley, University in Indonesia and their relations with innovations and entrepreneurship. Sigit Purnomo as a lecturer surely has an interesting view about this theme. This article was written by Sigit Purnomo as a guest post.

This article tried to continue the trilogy of Angelina Veni about Silicon Valley, Rama Mamuaya with Universities in Indonesia Must be a Trigger for Innovation, and Wiku Baskoro withChoosing to Establish – Work in Startup or Work in a Large Company? In those trilogies there are similar topics of discussion, which is how university and industry collaborate in harmony to make a beautiful symphony called “Silicon Valley”. In this article I would like to talk over what have been said by Angelina Veni: “Silicon Valley is more than just a building, company, and universities – there is enthusiasm here, idealism, and culture.” Enthusiasm, idealism, and culture, my opinion is that these three things is very important for University in Indonesia to trigger an innovation.

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[Guest Post] Angry Birds Adalah BRAND

Editor : Berbicara soal startup memang tidak bisa lepas pada “branding”, dan kali ini Narenda Wicaksono akan sedikit bercerita pengalamannya menghadiri CommunicAsia dan pandangannya mengenai Angry Birds dan branding.

Pada ajang CommunicAsia 2011 minggu lalu Singapura, para developer Indonesia dari Agate Studio, GITS Indonesia, Kompas, dan ITB mendapatkan kesempatan untuk hadir pada sesi seminar salah satu punggawa Rovio Mobile tentang “The Making of Angry Birds”, setelah itu para developer Indonesia berkesempatan untuk makan siang bersama dan mendapatkan banyak cerita tentang kiprah perusahaan tersebut.

Lahir dari Mobile Developer Competition

Pada tahun 2003, trio mahasiswa dari Helsinki University of Technology yaitu Niklas Hed, Jarno Väkeväinen, dan Kim Dikert berpartisipasi pada kompetisi pengembangan mobile game yang disponsori oleh salah satu perusahaan handset di Finlandia. Pada waktu itu mereka memenangkan kompetisi tersebut dengan multiplayer game “King of the Cabbage World” dan pada akhirnya membuat mereka memutuskan untuk membuat startup yang disebut “Relude”. Mobile Game “King of the Cabbage World” sendiri akhirnya dijual ke “Digital Chocolate” dan berganti nama menjadi “Mole War”. Game tersebut akhirnya menjadi mobile game komersil pertama didunia yang real time dan mendukung multiplayer! Delapan tahun silam.

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[Guest Post] Success in Indonesia: “Mobile” and “Social”

This guest post is written by Qonita Shahab, a researcher in UX who used to work in IT. Her interest in music and photography helps her in designing interactive system prototypes. Since she started research in the field of persuasive technology, Qonita studied more about social psychology and the communal use of technology.

The importance of understanding the geography of Indonesia in relation to the development of internet infrastructure caught my attention in 2003 when I met Korean IT infrastructure developers. At that time, the majority of (South) Korea was already interconnected through broadband, while in Indonesia home internet access (dial-up) was still expensive yet unreliable, resulting in many users accessing internet from their workplaces or internet cafes.

They said, “The only way to make Indonesia interconnected is by using wireless connections, because it’s too expensive to build wired connections across this country with thousands of islands spread across large area.” Even though it was a dark age for wireless technology because of the difficulty imposed by government regulation, I always remembered those words.

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[Guest Post] Sukses di Indonesia: “Mobile” dan “Social”

Guest post kali ini ditulis oleh Qonita Shahab, peneliti di bidang UX yang sebelumnya menekuni bidang IT. Hobi musik dan fotografi mendukungnya dalam merancang prototipe sistem interaktif. Sejak memulai riset dalam bidang teknologi persuasif, Qonita mempelajari lebih banyak tentang psikologi sosial dan penggunaan teknologi secara komunal.

Pentingnya memahami struktur geografis negara Indonesia sehubungan dengan perkembangan jaringan internet baru saya sadari ketika pada tahun 2003 saya bertemu dengan pekerja infrastruktur IT dari Korea. Saat itu, Korea (selatan) sudah sebagian besar saling terhubung melalui broadband, sementara di Indonesia akses internet dari rumah (dial-up) masih mahal pun tidak memadai, sehingga sebagian besar pengguna internet mengaksesnya dari warnet atau tempat kerja.

Kata mereka, “Satu-satunya jalan untuk membuat Indonesia saling terhubung adalah dengan wireless connection, karena terlalu mahal untuk membuat wired connection di negara kepulauan yang begitu luas ini.” Walaupun saat itu sedang masa suram teknologi wireless karena sulitnya perijinan dari pemerintah, saya terus mengingat kata-kata itu.

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Email – eCommerce Champion

The following article is written by Josep William Widjaja, one of Bina Nusantara International University’s lecturers. He likes reading any book or magazine that talks about IT world, and listening to jazz. His interests are IT implementation on business and marketing, web and mobile development, and infrastructure.

Email often predicted, sooner or later, to be forgotten by everyone, considering other means of modern communication technology keep emerging.

As a simple example, communicating through mobile platform nowadays are more into BBM (BlackBerry Messenger – a huge hit for Indonesian) or WhatsApp that bridges communication between smartphone users; not to mention web based communication means, we have Social Media like Facebook message, Twitter message and other networking websites. People tend to think that communicating through such means are more personal and direct, trendier, and less hassle. In other words, more effective and efficient than email.

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Email – Jagoan dan Jawaranya E-commerce

Artikel berikut ini ditulis oleh Josep William Widjaja, salah satu dosen di Bina Nusantara International University. Selain memiliki hobi membaca majalah atau berbagai buku yang berkaitan dengan dunia IT dan mendengarkan musik jazz, ketertarikan Josep adalah pada implementasi IT dalam bisnis dan pemasaran, web and mobile development, jaringan/infrastruktur.

Seiring dengan berjalannya waktu, sebagai sebuah sarana media untuk berkomunikasi dijaman online ini, email seringkali diprediksikan cepat atau lambat akan ditinggalkan oleh banyak orang. Hal ini terutama disebabkan dengan telah bermunculannya berbagai teknologi komunikasi modern yang tersedia pada saat ini.

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Startup Pitching – Pelajaran Dari Rock Show

Guest post kali ini ditulis oleh Robin Malau, seorang veteran Industri Musik Indonesia yang juga Blogger, Creative Entrepreneurship Mentor dan Digital Consultant. Sehari-hari dia bisa ditemui di Cerahati New Media Communication, sebuah perusahaan produksi multimedia di Jakarta, berkedudukan sebagai Digital Media Producer. Follow Robin Malau di @lowrobb.

Suatu hari ketika mengajar kelas Entrepreneurship, mahasiswa saya bertanya, “Pak Robin, kenapa ngga main band lagi, apa ngga rindu jadi pemain band?”

Jawaban saya, “Tentu saya rindu. Tapi saya bisa tetap merasa jadi pemain band, and this (mengajar di kelas) is my own show.”

Setelah berhenti jadi musisi aktif hampir 10 tahun yang lalu, saya mulai mengerti bahwa pelajaran-pelajaran penting yang saya dapat dari bermain band belasan tahun dapat diimplementasikan di luar bidang musik. Kenyataannya, setiap proses menjadi musisi profesional dapat menjadi pelajaran hidup.

Salah satu dari pelajaran-pelajaran tersebut, adalah proses melakukan show. Langkah-langkah dari mulai persiapan hingga show usai dapat diimplementasikan tidak hanya di bidang musik, tetapi juga di internet startups. Dalam hal ini, padanan show adalah proses pitching.

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