STANDAR KOMPETENSI
Mahasiswa dapat memahami konsep interaksi manusia dan
Mata kuliah IMK bertujuan agar mahasiswa memiliki kemampuan: Memahami manusia sbg sbr dy terpenting dlm membangun sistem Memahami & menerapkan
konsep desain sistem interaksi pembuatan model arti desain sistem interaksi pembuatan notasi dan dialog dari desain sistem interaksi pembuatan analisis dan desain sistem interaksi pembuatan dokumentasi pada sistem interaksi
Andrews, Keith, HUMAN-COMPUTER INTERACTION, Lecture Notes, Graz University of Technology, 2011. 2. Stanton, Neville A., W. O, The Handbook Of Task Analysis For Human-Computer Interaction, Lawrence Erlbaum Associates Publishers, London, 2004. 3. Oviatt, Sharon, Handbook of Human-Computer Interaction: Chapter of Multimodal Interfaces, Lawrence Erlbaum Associates Publishers, New Jersey, 2002. 4. P. Insap Santoso, Interaksi Manusia dan Komputer : Teori dan Praktek, Andi Offset, Yogyakarta, 2004. 5. Surbakti, Irfan, Interaksi Manusia dan Komputer, Buku Ajar Jurusan Teknik Informatika Fakultas Teknologi Informasi ITS, 2006
1.
Form 60%
Kehadiran Tugas Individu
Tugas Kelompok
Keaktifan di Kelas
Manusia sebagai pelaku aksi terhadap sesuatu Komputer sebagai pelaku aksi terhadap sesuatu Interaksi Manusia dan Komputer Keadaan yang melibatkan aksi antara manusia dengan komputer Kata kunci Saling Melakukan
mempengaruhi, antarhubungan.
FIKIR
Easy Learning PSIKIS
FISIK
User Friendly
V = Visual A = Auditory K = Kinaesthetic O = Olfactory G = Gustatory
Comfortable
Input
Process
Output
Desain Industri
Ilmu Komputer
Linguis tik
IMK
Ergono mik
Teknik Elektron ika
Psikolo gi
Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
[ ACM SIGCHI Curricula for Human-Computer Interaction ]
Important issue Combination of Ease of learning High speed of user task performance Low user error rate Subjective user satisfaction User retention over time
Assume all users are alike Assume all users are like the designer
1. 2. 3.
Improving Interfaces
Know the User! Physical abilities Personality differences Cultural diversity Special needs
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
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
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
Digital computer grounded in ideas from 1700s & 1800s Technology became available in the 1940s and 1950s
Immed
Time sharing Electronic I/O Interactive, realtime system Large scale information storage and retrieval
Intermed
Long-term
Natural language understanding Speech recognition of arbitrary users Heuristic programming
-> timesharing
Mid 60s
Need for HCI
increased accessibility interactive systems, not jobs text processing, editing email, shared file system
Pendahuluan
19/26
Hierarchy - pictures & subpictures Master picture with instances (ie, OOP) Constraints Icons Copying Light pen as input device Recursive operations
Pendahuluan
20/26
Inventor of mouse
Landmark system/demo:
hierarchical hypertext, multimedia, mouse, high-res display, windows, shared
Alan Kay
Dynabook - Notebook sized computer loaded with multimedia and can store everything
Personal computing
Desktop interface
Pendahuluan
21/26
More suitable medium than paper Sutherlands Sketchpad as landmark system Computers used for visualizing and manipulating data
System is more powerful if its easier to use Small, powerful machines dedicated to individual Importance of networks and time-sharing Kays Dynabook, IBM PC
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
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
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
Computers can help people, not just business Coined term hypertext Think of information not as linear flow but as interconnected nodes Bushs MEMEX, Nelsons hypertext Non-linear browsing structure WWW 93
Mark Weiser
Introduced notion of calm technology
Its everywhere, but recedes quietly into background
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
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, ...