- Komputer(IMK)
Human-Computer
Interaction (HCI)
Interaksi Manusia Dan Komputer (IMK)
Human-Computer Interaction (HCI)
Ada 3 aspek pada IMK
1.Aspek manusia
2.Aspek komputer
3.Aspek ergonomis
Perkembangan IMK
- Pertama sekali IMK berhubungan dengan dasar human factor
engineering untuk mendisain human computer interface.Di AS
human factor engineering muncul sebagai disiplin ilmu setelah PD II
untuk mendisain system militer
- Kemudian digunakan untuk aplikasi lain seperti keselamatan lalu
lintas jalan raya,disain lingkungan industri,dll
- Berikutnya bebapa ahli mengembangkan penelitian perangkat keras
seperti: desain CRT system,input devices yang didukung oleh
informasi pada biomechanic anthropometry.Selanjutnya beralih ke
dasar dasar presentasi informasi yaitu human formation processing
& cognition
- IMK adalah gabungan ilmu komputer
human factor engineering dan
prilaku.Berikutnya berkembang menjadi
gabungan antara ilmu linguistik dan
disain grafis yang akan menjadi alat untuk
human factor engineering yang
berorientasi ke perancangan
- Perkembangan selanjutnya adalah
pembuatan interface berbasis suara.
- Selanjutnya…
Sebuah program aplikasi
terdiri dari 2 bagian yaitu :
1.Interface,berfungsi sebagai sarana dialog
antara manusia & computer.Berhubungan
dengan cara penyajian informasi yang
semudah dan semenarik mungkin.
2.Aplikasi,berfungsi untuk menghasilkan
informasi berdasarkan olahan data yang sudah
dimasukkan oleh user melalui algoritma yang
diisyaratkan oleh aplikasi. Bagian aplikasi
mengimplementasikan 1 atau lebih algoritma
yang saling berhubungan untuk
menyelesaikan suatu persoalan
Interface Manusia & Komputer
Contoh:
Impersonal computing
Example Paradigm Shifts
• Batch processing
• Time-sharing
Interactive computing
Example Paradigm Shifts
• Batch processing
• Timesharing @#$% !
• Networking
???
Community computing
Example Paradigm Shifts
• Batch processing
• Timesharing C…P… filename
dot star… or was
Move this file here,
and copy this to there.
• Networking it R…M?
• Graphical % foo.bar
displays
ABORT
dumby!!!
Direct manipulation
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
Personal computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
• WWW
Global information
Example Paradigm Shifts
• A symbiosis of
• Batch processing physical and electronic
• Timesharing worlds in service of
everyday activities.
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing
Time-sharing
• 1940s and 1950s – explosive technological
growth
• Problems
– some tasks do not fit into a given metaphor
– cultural bias
Direct manipulation
• 1982 – Shneiderman describes appeal of
graphically-based interaction
– visibility of objects
– incremental action and rapid feedback
– reversibility encourages exploration
– syntactic correctness of all actions
– replace language with action
Interdisciplinary fields
(e.g HCI, CSCW)
Relationship between ID,
HCI and other fields
• Disiplin ilmu yang berhubungan pada
ID:
– Psychology
– Social Sciences
– Computing Sciences
– Engineering
– Ergonomics
– Informatics
Relationship between ID,
HCI and other fields
• Latihan perancangan yang
berhubungan pada ID:
– Graphic design
– Product design
– Artist-design
– Industrial design
– Film industry
Relationship between ID,
HCI and other fields
• Bidang ilmu pengetahuan yang
‘diperlukan’ pada interaction design:
– HCI
– Human Factors
– Cognitive Engineering
– Cognitive Ergonomics
– Computer Supported Co-operative Work
– Information Systems
Apa yang bisa dilakukan oleh
professional pada bisnis ID?
• interaction designers – orang yang terlibat dalam
perancangan keseluruhan aspek interaktif dari sebuah
product.
• Dapat dianggap
universal or culturally
specific
Mapping (Pemetaan)
• Hubungan antara controls dan
pergerakannya dan hasil didunia
• Kenapa ini merupakan suatu
mapping of control buttons yang
buruk?
Mapping
• Kenapa ini merupakan mapping yang lebih
baik?
A B C D
Why is this a better design?
Consistency
• Design interfaces to have similar
operations and use similar elements
for similar tasks
• For example:
– always use ctrl key plus first initial of
the command for an operation – ctrl+C,
ctrl+S, ctrl+O
• Main benefit is consistent interfaces
are easier to learn and use
When consistency breaks
down
• What happens if there is more than one
command starting with the same letter?
– e.g. save, spelling, select, style
• Have to find other initials or combinations
of keys, thereby breaking the consistency
rule
– E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
• Increases learning burden on user, making
them more prone to errors
Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces
• External consistency refers to designing
operations, interfaces, etc., to be the
same across applications and devices
– Very rarely the case, based on different
designer’s preference
Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces
• External consistency refers to designing
operations, interfaces, etc., to be the
same across applications and devices
– Very rarely the case, based on different
designer’s preference
Keypad numbers layout
• Internal and external consistency
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
Affordances: to give a clue
• Refers to an attribute of an object that
allows people to know how to use it
– e.g. a mouse button invites pushing, a door
handle affords pulling
• Norman (1988) used the term to discuss
the design of everyday objects
• Since has been much popularised in
interaction design to discuss how to design
interface objects
– e.g. scrollbars to afford moving up and down,
icons to afford clicking on
What does ‘affordance’ have
to offer interaction design?
• Interfaces are virtual and do not have
affordances like physical objects
• Norman argues it does not make sense to
talk about interfaces in terms of ‘real’
affordances
• Instead interfaces are better
conceptualised as ‘perceived’ affordances
– Learned conventions of arbitrary mappings
between action and effect at the interface
– Some mappings are better than others
Activity
– Physical affordances:
How do the following physical objects
afford? Are they obvious?
Activity
– Virtual affordances (kemampuan virtual)
Bagaimana mengikuti kemampuan tampilan
object?
Bagaimana jika anda user baru?
Tahukah anda apa yang anda lakukan dengan
object tersebut?
Typical engineering development life-
cycle
Engineering Development life-cycle with added HCl
Engineering development life-cycle with
added HCl practitioners and specialists