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WEEK 1 Disampaikan Oleh: FENTY EKA MUZAYYANA AGUSTIN, MKom

STANDAR KOMPETENSI
Mahasiswa dapat memahami konsep interaksi manusia dan

Deskripsi Mata Kuliah


komputer dan menggunakannya dalam merancang interface pada perangkat lunak.

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

UTS 20% UAS 20%

..\SAP KBK IMK Versi_1_19022012.docx

Interaksi menurut KBBI (Kam. 2001:438)


Hal yang saling melakukan aksi, berhubungan,

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

Antropol ogi & Sosiologi

Desain Industri

Ilmu Komputer

Linguis tik

IMK

Perancan gan grafis & tipografi

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 ]

Two Crucial Errors

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

- Cognitive abilities - Skill differences - Motivation

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

1960 - Postulated man-computer symbiosis


Couple human brains and computing machines tightly to revolutionize information handling

Immed

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

Combined speech recognition, character recognition, lightpen editing

Intermed

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

Computers too expensive for individuals

-> timesharing

Mid 60s
Need for HCI

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

Pendahuluan

19/26

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

20/26

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

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

Personal Computers 70s IBM PC


Text and command-based Sold lots

Xerox Star - 81, Star, Apple Lisa 82, Apple Macintosh 84


PCs with GUIs,

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

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

Hypertext Ted Nelson


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
Its everywhere, but recedes quietly into background

CTO of Xerox PARC

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, ...

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