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Human-Computer Interaction WEEK

01
Yuni Widiastiwi, S.Kom, M.Si
Ika Nurlaili Isnainiyah, S.Kom, M.Sc
Andhika Octa Indarso, S.Kom, M. MSI
.
FAKULTAS ILMU KOMPUTER - INFORMATIKA
Capaian Pembelajaran Deskripsi Mata
Lulusan Kuliah

1. Mahasiswa mampu merancang


interface yang interaktif dan efisien
Kuliah ini mempelajari tentang
pada suatu perangkat lunak / sistem perkembangan interaksi manusia
bagi user yang dapat digunakan komputer, perancangan interface
untuk masyarakat umum serta (antarmuka) yang baik dalam
mendukung semangat bela negara pembuatan program, serta
(CPMK23-K3) kecenderungan interaksi manusia
komputer di masa mendatang.
2. Mahasiswa mampu memahami
unsur-unsur desain UI/UX dan
menuangkannya dalam metode
perancangan interface (CPMK23-
U2)
KONTRAK
PERKULIAHAN
● 16 Weeks
● Terlambat maksimal: 30
mins
● Aktifitas Partisipatif (10%)
● Tugas/Quiz (20%)
● UTS (20%)
● UAS (10%)
● Hasil Proyek (40%)
Rencana Kegiatan Perkuliahan
10x Tatap Muka Pre Test / Post Test
(Luring) Kuis
Project Base
(Saat Perkuliahan)

01 02 03 04

4x Kelas Besar 2x Ujian (UTS &UAS)


PENILAIAN
85-100 A
80-84,9 A-
75-79,9 B+
70-74,9 B
65-69,9 B-
60-64,9 C+
55-59,9 C
40-54,9 D
0 -39,9 E
Minimal Kehadiran 13x
 Syarat Nilai
(dari 16x Pertemuan)

Keluar

TIDAK AKAN DIBERIKAN TUGAS


TAMBAHAN APAPUN sebagai usaha untuk
memperbaiki nilai akhir yang telah dikeluarkan,
kecuali Anda betul-betul dalam kesulitan yang
serius (misalnya mengalami sakit dirawat atau
luka parah, ada bencana alam (force major),
dll.)
TATA TERTIB
Tata Tertib

Gunakan
Kalimat
Yang Baik
Dan Sopan
REFERENS
Alan Dix, “Human Computer
I Interaction 3/e” Prentice Hall, 2004

Insap Santoso, “Interaksi Manusia


dan Komputer”, Andi Offset, 2004

Galitz, Wilbert O, ”The Essential Guide


to UI Design 3/e” Wiley, 2007

Westley Knight (2019). UX for


Developers: How to Integrate User-
Centered Design Principles Into Your
Day-to-Day Development Work. Apress
TUJUAN
PERKULIAHAN
Mahasiswa dapat mengetahui perkembangan interaksi manusia dan komputer,
merancang antarmuka yang baik dalam pembuatan program, memahami
kecenderungan interaksi manusia dan komputer masa mendatang, menampilkan
pemahaman mengenai ruang lingkup dan prinsip interaksi manusia dan
komputer dalam berbagai domain aplikasi.
SUMMARY OF WEEK
1
● Overview of Human Computer Interaction (HCI)
○ Definition
○ Motivation: why do bad design exist?
○ Role of HCI

● Cognitive and Perceptual Variation


● HCI Components
● HCI Goals
What is the meaning
of Human-Computer
Interaction?
PRAGMATIC DEFINITION OF
HCI

HCI (Human-Computer Interaction) is the study


of how people interact with computers and to
what extent computers are developed for
successful interaction with human beings
What makes
successful
interaction?
What makes Great design
successful Great
interaction? functionality
Motivation?
The world are full of bad design
.Mirror
. . Chair (right)
Coffeepot for Masochists (left)

http://www.thedesignschool.co.uk
The world are full of bad design
...
and more on the
internet . . .
http://art.yale.edu/
Complex

Ugly

Non-intuitive & inconsistent

WHAT’S Fail to consider:

● User
WRONG?
What should we change or ● Usage
improve?
Non-ergonomic – do not fit the
people who use them
THE ROLE OF HUMAN-COMPUTER INTERACTION
(HCI)
HCI helps us to understand why some
software products are good and other
software is bad
A well designed
system does
the right
things, right!
Good design must .
..
● Consider capabilities of user
● Goals of user & usage scenarios

Take a user focussed view


NOT system focussed!
COGNITIVE AND PERCEPTUAL
VARIATION
● Language and communication
● Search, imagery, sensory memory
● Learning, skill development, knowledge acquisition
● Confounding factors: Fatigue, Cognitive
load, Background, Boredom, Fear, Drugs/alcohol
MAKE FUNCTIONAL THINGS
BEAUTIFUL !
Interfaces are not only some
sort of clunky things, but also
elegance
Beauty also makes
things easier to use
(aesthetic usability)
Beauty
evolves . . .
THREE TYPES OF
BEAUTY
● Universal Beauty: globally accepted
principle
● Social Cultural Beauty: governed by
particular norms and standard
● Subjective Beauty: personal subjective
experience of beauty
Computer Science

WHAT FIELDS Psychology (cognitive)

Communication
DOES
HCI Education

COVER? Anthropology

Design (e.g. graphic and industrial)


HCI is made up
of . . .
● Theories: learn and apply
● Models: create and use
● Methods: master and apply
● Guidelines: learn and use
● Principles: understand and apply
● Techniques: master and use
HCI
Goals
● Influence academic and industrial researchers
● Understand a problem and related theory
● Hypothesis and testing
● Study design (we’ll do this!)
● Interpret results
● Provide tools, techniques and knowledge for commercial developers
● Raising the computer consciousness
● HCI contributes to this!
END OF WEEK 1
Question ?

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