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A Cognitive perspective
Cognition: How we gain knowledge
These includes:
Understanding (memahami)
Remembering (Mengingat)
Reasoning (Memikirkan)
Attending (Menghindari)
Being Aware (Menyadari)
Acquiring Skills (Mendapatkan Keterampilan)
Creating New Ideas
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Human Information Processing
Tahapan Human Information
Processing:
Encoding
Comparison
Response Selection
Response Execution
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Information Processing and HCI
Human Processor Model (Card et al, 1983):
The Perceptual System (penglihatan)
The Motor System
The Cognitive System (pengertian)
Human Processor Model provides a means of
characterizing the various cognitive processes that
are assumed to underlie the performance of a task.
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Human’s Memory
There are three types of memory function:
Sensory Memory
Long-term Memory
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Short-term Memory (STM)
Scratch-pad for temporary recall
Rapid access ~ 70 ms
Rapic decay ~ 200 ms
Batas kapasitas ~ 7 ± 2 blok (Miller, 1956)
Example
2126985697
212 698 5697
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Long-term Memory (LTM)
Repository for all our knowledge
Slow access ~ 1/10 second
Slow decay, if any
Huge or unlimited capacity
Two types
Episodic – serial memory of events
Semantic – Structured memory of facts, concepts, skills
Semantic LTM berasal dari episodic LTM
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Vision
Two stages in vision
Physical reception of stimulus
Processing and interpretation of stimulus
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Visual Perception
Bagaimana persepsi user
Ada 2 teori:
Pendekatan Constructivist: dibentuk dari
representasi obyek yang dilihat & pengetahuan yang
kita punya.
Pendekatan Ecological: affordance
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Optical Illusions
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Graphical Coding
Jangan menggunakan terlalu banyak warna (karena
akan menimbulkan polusi warna)
Effectiveness of color coding in cognitive tasks:
searching and Identifying targets (Davidoff, 1987):
Segmentation (region division).
Amount of color (more color, more search time).
Task demand (best for search task, not categorization and
memorization of objects).
Experience of user (color is more useful for inexperienced
than for experienced users.
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Color Coding (Travis, 1991)
Color is a useful coding mechanism for grouping: use
different colors to distinguish layers (e.g. front and back
layers).
Color makes things stand out: use color to make features
prominent (e.g. currently active files could be colored in
orange).
Figure/background: Dark or dim backgrounds should be
used, such as deep blue, and bright colors for the
foreground.
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Hearing
Provides information about environment:
distances, directions, objects, etc.
Physical apparatus:
Outer ear – protects inner and amplifies sound
Middle ear – transmits sound waves as vibrations
to inner ear
Inner ear – chemical transmitters are released and
cause impulses in auditory nerve
Sound
Pitch – sound frequency
Loudness – amplitude
Timbre – type of quality
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Hearing (cont.)
Frequensi yang dapat diterima manusia 20 Hz to 15
kHz
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Focusing Attention
Manusia mampu memfokuskan perhatian pada suatu
even meskipun banyak hal lain dalam lingkungan kita
Contoh:
Cocktail Party phenomenon (Cherry, 1953).
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Divided Attention
When we attempt to attend to more than one thing at
a time.
For example:
being able to drive while holding a conversation with a
passenger.
Being distracted from working when we can hear music
or voices in the next room.
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Focusing attention at the interface
Structuring Information so that it is easy to
navigate through:
Presenting not too much information and not too little
on a screen.
Grouping and Ordering.
Other Techniques for guiding attention:
Spatial and Temporal Cues.
Color.
Alerting Techniques (flashing, reverse video, auditory
warnings).
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Automatic Processing
Automatic Cognitive Processes are identified as:
Fast.
Demanding Minimal Attention and hence not
interfering with other activities.
Unavailable to consciousness.
Example:
Reading, Writing, Speaking in Native Language, Riding
a bike.
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Automatic Cognitive Process (Example)
The Stroop Effect (Gleitman, 1991): See how long it takes you to name the colors
of the items in the two lists of words below. Try to say them as quickly as
possible:
ZYP RED
QLEKF BLACK
SUWRG YELLOW
XCIDB BLUE
WOPR RED
ZYP GREEN
QLEKF YELLOW
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Emotion
Various theories of how emotion works
James-Lange: emotion is our interpretation of a
physiological response to a stimuli
Cannon: emotion is a psychological response to a stimuli
Schacter-Singer: emotion is the result of our evaluation
of our physiological responses, in the light of the whole
situation we are in
Emotion clearly involves both cognitive and
physical responses to stimuli
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Emotion (cont.)
The biological response to physical stimuli is
called affect
Affect influences how we respond to situations
Positive: Creative problem solving
Negative: Narrow thinking
Negative affect can make it harder to do even
easy tasks; positive affect can make it easier to
do difficult tasks (Donald Norman)
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Emotion (cont.)
Implications for interface design
Stress will increase the difficulty of problem solving
Relaxed users will be more forgiving of shortcomings in
design
Aesthetically pleasing and rewarding interfaces will
increase positive affect
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Designing meaningful command names
Trend: pemberian nama yang abstrak dan susah
dimengerti
Nama dipilih untuk efisiensinya (e.g. Function keys)
Petunjuk umum: berdasarkan kontex, kultur dan
karakteristik user.
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Designing meaningful icon
Icon Classification (Rogers, 1989):
Resemblance Icons: analogous image
Exemplar Icons: typical example
Symbolic Icons: higher level of abstraction
Arbitrary Icons: association has to be learned
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Icon Examples
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