Interaksi 1.ppt 223KB Jun 23 2011 12:07:58 PM

Interaksi Manusia dan Komputer

PENDAHULUAN
Ruang Lingkup
Mengapa dan Apa
Siapa Saja yang Terlibat
Konsep dan Dasar
Sejarah dan Paradigma IMK

Interaksi Manusia dan Komputer

Course Overview
• Human abilities
• Evaluation (without users)
• Design
• Dialog & interaction
• Evaluation (with users)
• Special topics
 CSCW, InfoVis, Ubicomp, Agents
Pendahuluan


2/26

Interaksi Manusia dan Komputer

HCI = Interaksi Manusia & Komputer

• What is it?
 Can you define/describe it?
 Human Computer Interaction (HCI = IMK)
merupakan studi tentang interaksi antara
manusia, komputer dan tugas/ task.
 Bagaimana manusia dan komputer secara
interaktif melaksanakan dan
menyelesaikan tugas/ task dan bagaimana
sistem yang interaktif itu dibuat.
Pendahuluan

3/26

Interaksi Manusia dan Komputer


Why We Are Here
• Look at human factors that affect software design and
development
• Central Topic: User interface design
 Not just a software interface on a desktop monitor!

• IMK berasal dari berbagai disiplin bidang ilmu, teknik dan kesenian.
Lingustik

philosofi

antropologi

Ilmu komputer

matematika

Psikologi IMK
sosiologi

AI

seni grafik

seni

Pendahuluan

4/26

Interaksi Manusia dan Komputer

Yang Terlibat Dalam IMK
• Psikologi dan ilmu kognitif : persepsi user,
kognitif, kemampuan memecahkan masalah
• Ergonomi : kemampuan fisik user
• Sosiologi : kemampuan memahami konsep
interaksi
• Ilmu komputer dan teknik : membuat
teknologi

• Bisnis : pemasaran
• Desain grafis : presentasi interface
• Dan lain-lain.
Pendahuluan

5/26

Interaksi Manusia dan Komputer

HCI
• What happens when a human and a
computer get together to perform a task
 task - write document, calculate budget, solve
equation, learn about Bosnia, drive home,...

Why Is This Important ?
• 1. Computers (in one way or another) now
affect every person in society
 Increasing % utilize computers in work


• 2. Product success may depend on ease of
use, not necessarily power
Pendahuluan

6/26

Interaksi Manusia dan Komputer

Apa Interaksi Manusia dan Komputer (Human
Computer Interaction) ?
• IMK meliputi ergonomi dan faktor manusia.
Ergonomi
UK
=
Faktor manusia
USA
• Secara tradisional, ergonomi memfokuskan pada
karakteristik fisik mesin dan sistem dan melihat unjuk kerja
(performance) dari user.
• Faktor manusia merupakan studi tentang manusia dan

tingkah lakunya dalam menggunakan mesin, alat-alat
teknologi dalam menyelesaikan tugas.
• Interaksi
+ informasi dan =
manusia – mesin
teknologi

Pendahuluan

interaksi manusia
dan komputer

7/26

Interaksi Manusia dan Komputer

Course Aims and Goals
• 1. Consciousness raising
 Make you aware of these issues


• 2. Design critic
 Question bad design

• Allow users to carry out tasks





Safely
Effectively
Efficiently
Enjoyably
Pendahuluan

8/26

Interaksi Manusia dan Komputer

Usability

• Important issue
• Combination of






Ease of learning
High speed of user task performance
Low user error rate
Subjective user satisfaction
User retention over time

Two Crucial Errors
•Assume all users are alike
•Assume all users are like the designer
Pendahuluan

9/26


Interaksi Manusia dan Komputer

How do we improve interfaces?
1.
2.
3.

Change attitude of software professional
Draw upon fast accumulating body of knowledge
regarding H-C interface design
Integrate UI design methods & techniques into standard
software development methodologies now in place

Improving Interfaces
• Know the User!






 Cultural diversity
Physical abilities
 Motivation
Cognitive abilities
Personality differences Special needs
Skill differences

Pendahuluan

10/26

Interaksi Manusia dan Komputer

Paradigms
• Predominant theoretical frameworks or
scientific world views
 e.g., Aristotelian, Newtonian, Einsteinian
(relativistic) paradigms in physics


• Understanding HCI history is largely about
understanding a series of paradigm shifts
 Not all coming on next slides are really
“paradigm” shifts, but you get the idea
Pendahuluan

11/26

Interaksi Manusia dan Komputer

Paradigm Shifts
• Cards,tape -> VDU
• Mainframe -> PC
• Glass tty -> WIMP
interface
• Commands -> Direct
manipulation
• Direct manipulation
-> Agents

• Visual ->
Multimedia
• Linear -> Web-like
• Desktop ->
Ubiquitous, Mobile
• Single user ->
CSCW
• Purposeful use ->
Situated use

Pendahuluan

12/26

Interaksi Manusia dan Komputer

History of HCI
• Digital computer grounded in ideas
from 1700’s & 1800’s
• Technology became available in the
1940’s and 1950’s

Pendahuluan

13/26

Interaksi Manusia dan Komputer

Vannevar Bush
• “As We May Think” - 1945 Atlantic Monthly
“…publication has been extended far beyond our
present ability to make real use of the record.”

Bush
• Postulated Memex device






Can store all records/articles/communications
Large memory
Items retrieved by indexing, keywords, cross references
Can make a trail of links through material
etc.

• Envisioned as microfilm, not computer

Pendahuluan

14/26

Interaksi Manusia dan Komputer

J.R. Licklider
• 1960 - Postulated “man-computer
symbiosis”
• Couple human brains
and computing machines
tightly to revolutionize
information handling
Pendahuluan

15/26

Interaksi Manusia dan Komputer

Vision/Goals
Immed
•Time sharing
•Electronic I/O
•Interactive, realtime system
•Large scale
information
storage and
retrieval

Intermed
•Combined speech
recognition,
character
recognition, lightpen editing

Long-term
•Natural language
understanding
•Speech recognition
of arbitrary users
•Heuristic programming

Mid 60’s

• Computers too expensive for individuals
timesharing





increased accessibility
interactive systems, not jobs
text processing, editing
email, shared file system

Pendahuluan

->

Need
for
HCI
16/26

Interaksi Manusia dan Komputer

Ivan Sutherland
• SketchPad - ‘63 PhD thesis at MIT








Hierarchy - pictures & subpictures
Master picture with instances (ie, OOP)
Constraints
Icons
Copying
Light pen as input device
Recursive operations
Pendahuluan

17/26

Interaksi Manusia dan Komputer

Douglas Engelbart

Inventor
of mouse

• Landmark system/demo:
 hierarchical hypertext, multimedia, mouse, high-res display, windows,
shared files, electronic messaging, CSCW, teleconferencing, ...

Alan Kay
• Dynabook - Notebook sized computer loaded with
multimedia and can store everything
Personal
computing
Pendahuluan

Desktop
interface
18/26

Interaksi Manusia dan Komputer

Video Display Units
• More suitable medium than paper
• Sutherland’s Sketchpad as landmark
system
• Computers used for visualizing and
manipulating data

Pendahuluan

19/26

Interaksi Manusia dan Komputer

Personal Computing





System is more powerful if it’s easier to use
Small, powerful machines dedicated to individual
Importance of networks and time-sharing
Kay’s Dynabook, IBM PC

Personal Computers
• ‘70’s IBM PC
 Text and command-based
 Sold lots
PCs with GUIs, Xerox Star - ’81, Star, Apple

Lisa – ‘82, Apple Macintosh – ‘84
Pendahuluan

20/26

Interaksi Manusia dan Komputer

WIMP





Windows, Icons, Menus, Pointers
Can do several things simulataneously
Familiar GUI interface
Xerox Alto, Star; early Apples

Metaphor

• All use is problem-solving or learning to some extent
• Relating computing to real-world activity is effective
learning mechanism
 File management on office desktop
 Financial analysis as spreadsheets

Pendahuluan

21/26

Interaksi Manusia dan Komputer

Direct Manipulation
• Coins and explores notion of direct manipulation of
interface
• Long-time Director of
HCI Lab at Maryland
• ‘82 Shneiderman describes appeal of graphically-based
interaction






object visibility
incremental action and rapid feedback
reversibility encourages exploration
replace language with action
syntactic correctness of all actions

• WYSIWYG, Apple Mac

Pendahuluan

22/26

Interaksi Manusia dan Komputer

Multimodality
• Mode is a human communication channel
 Not just the senses, e.g., speech and non-speech audio are two modes

• Emphasis on simultaneous use of multiple channels for I/O

Hypertext – Ted Nelson
• Computers can help people, not just business
• Coined term “hypertext”
• Think of information not as linear flow but as
interconnected nodes
• Bush’s MEMEX, Nelson’s hypertext
• Non-linear browsing structure
• WWW ’93
Pendahuluan

23/26

Interaksi Manusia dan Komputer

Nicholas Negroponte
• MIT machine architecture & AI group ‘69-’80s
• Ideas:
 wall-sized displays, video
disks, AI in interfaces
(agents), speech recognition,
multimedia with hypertext

Mark Weiser
• Introduced notion of “calm technology”
 It’s everywhere, but recedes quietly into background

• CTO of Xerox PARC
Pendahuluan

24/26

Interaksi Manusia dan Komputer

Language (Agents)
• Actions do not always speak louder than words
• Interface as mediator or agent
• Language paradigm

CSCW





Computer-Supported Cooperative Work
No longer single user/single system
Micro-social aspects are crucial
E-mail as prominent success but other groupware
still not widely used

Pendahuluan

25/26

Interaksi Manusia dan Komputer

Ubiquity
• Person is no longer user of virtual
device but occupant of virtual,
computationally-rich environment
• Can no longer neglect macro-social
aspects
• Late ‘90s - PDAs, VEs, ...

Pendahuluan

26/26

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