modul 1 - interaksi manusia dan komputer

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Interaksi Manusia dan Komputer Ruang Lingkup Mengapa dan Apa Siapa Saja yang Terlibat Konsep dan Dasar Sejarah dan Paradigma IMK Upload : by sol’s PENDAHULUAN

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Page 1: Modul 1 - Interaksi Manusia Dan Komputer

Interaksi Manusia dan Komputer

Ruang LingkupMengapa dan Apa

Siapa Saja yang TerlibatKonsep dan Dasar

Sejarah dan Paradigma IMKUpload : by sol’s

PENDAHULUAN

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Course Overview

• Human abilities• Evaluation (without users)• Design• Dialog & interaction• Evaluation (with users)• Special topics

CSCW, InfoVis, Ubicomp, Agents

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HCI = Interaksi Manusia & Komputer

• What is it? Can you define/describe it? Human Computer Interaction (HCI = IMK)

merupakan studi tentang interaksi antara manusia, komputer dan tugas/ task.

Bagaimana manusia dan komputer secara interaktif melaksanakan dan menyelesaikan tugas/ task dan bagaimana sistem yang interaktif itu dibuat.

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Why We Are Here

• Look at human factors that affect software design and development

• Central Topic: User interface design Not just a software interface on a desktop monitor!

• IMK berasal dari berbagai disiplin bidang ilmu, teknik dan kesenian.

Lingustik philosofi antropologi seni

Ilmu komputer matematika

Psikologi IMK seni grafiksosiologiAI

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Yang Terlibat Dalam IMK

• Psikologi dan ilmu kognitif : persepsi user, kognitif, kemampuan memecahkan masalah

• Ergonomi : kemampuan fisik user• Sosiologi : kemampuan memahami konsep

interaksi• Ilmu komputer dan teknik : membuat

teknologi• Bisnis : pemasaran• Desain grafis : presentasi interface• Dan lain-lain.

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HCI• What happens when a human and a

computer get together to perform a task task - write document, calculate budget, solve

equation, learn about Bosnia, drive home,...

Why Is This Important ?• 1. Computers (in one way or another) now

affect every person in society Increasing % utilize computers in work

• 2. Product success may depend on ease of use, not necessarily power

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Apa Interaksi Manusia dan Komputer (Human Computer Interaction) ?

• IMK meliputi ergonomi dan faktor manusia.Ergonomi UK =Faktor manusia USA

• Secara tradisional, ergonomi memfokuskan pada karakteristik fisik mesin dan sistem dan melihat unjuk kerja (performance) dari user.

• Faktor manusia merupakan studi tentang manusia dan tingkah lakunya dalam menggunakan mesin, alat-alat teknologi dalam menyelesaikan tugas.

• Interaksi + informasi dan = interaksi manusia manusia – mesin teknologi dan komputer

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Course Aims and Goals• 1. Consciousness raising-meningkatkan Kesadaran

Make you aware of these issues-Membuat Anda menyadari masalah ini

• 2. Design critic Question bad design

• Allow users to carry out tasks - Memungkinkan pengguna untuk melakukan tugas2s

Safely-Aman Effectively-Efeektif Efficiently-Efisien Enjoyably

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Usability• 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

Two Crucial Errors

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1. Change attitude of software professional2. Draw upon fast accumulating body of knowledge

regarding H-C interface design3. Integrate UI design methods & techniques into standard

software development methodologies now in place

How do we improve interfaces?

Improving Interfaces• Know the User!

Physical abilities Cognitive abilities Personality differences Skill differences

Cultural diversity Motivation Special needs

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Paradigms

• 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

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Paradigm Shifts

• 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

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History of HCI

• Digital computer grounded in ideas from 1700’s & 1800’s

• Technology became available in the 1940’s and 1950’s

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Vannevar Bush• “As We May Think” - 1945 Atlantic Monthly

“…publication has been extended far beyond our present ability to make real use of the record.”

• Postulated Memex device Can store all records/articles/communications Large memory Items retrieved by indexing, keywords, cross references Can make a trail of links through material etc.

• Envisioned as microfilm, not computer

Bush

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J.R. Licklider

• 1960 - Postulated “man-computer symbiosis”

• Couple human brainsand computing machinestightly to revolutionizeinformation handling

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Vision/Goals Immed Intermed Long-term•Time sharing•Electronic I/O•Interactive, real- time system•Large scale information storage and retrieval

•Combined speech recognition, character recognition, light- pen editing

•Natural language understanding•Speech recognition of arbitrary users•Heuristic programming

• Computers too expensive for individuals -> timesharing increased accessibility interactive systems, not jobs text processing, editing email, shared file system

Mid 60’s

NeedforHCI

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Ivan Sutherland

• 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

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Douglas Engelbart

• Landmark system/demo: hierarchical hypertext, multimedia, mouse, high-res display, windows,

shared files, electronic messaging, CSCW, teleconferencing, ...

Inventor of mouse

• Dynabook - Notebook sized computer loaded with multimedia and can store everything

Alan Kay

Desktopinterface

Personalcomputing

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Video Display Units

• More suitable medium than paper• Sutherland’s Sketchpad as landmark

system• Computers used for visualizing and

manipulating data

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Personal Computing• System is more powerful if it’s easier to use• Small, powerful machines dedicated to individual• Importance of networks and time-sharing• Kay’s Dynabook, IBM PC

Personal Computers• ‘70’s IBM PC

Text and command-based Sold lots

PCs with GUIs, Xerox Star - ’81, Star, Apple Lisa – ‘82, Apple Macintosh – ‘84

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WIMP• Windows, Icons, Menus, Pointers• Can do several things simulataneously• Familiar GUI interface• Xerox Alto, Star; early Apples

• 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

Metaphor

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Direct Manipulation

• Coins and explores notion of direct manipulation of interface

• Long-time Director ofHCI 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

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Multimodality• 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

Hypertext – Ted Nelson• Computers can help people, not just business• Coined term “hypertext”• Think of information not as linear flow but as

interconnected nodes• Bush’s MEMEX, Nelson’s hypertext• Non-linear browsing structure• WWW ’93

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Nicholas Negroponte• MIT machine architecture & AI group ‘69-’80s• Ideas:

wall-sized displays, videodisks, AI in interfaces (agents), speech recognition,multimedia with hypertext

• Introduced notion of “calm technology” It’s everywhere, but recedes quietly into

background

• CTO of Xerox PARC

Mark Weiser

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Language (Agents)• Actions do not always speak louder than words• Interface as mediator or agent• Language paradigm

• 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

C S C W

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Ubiquity

• 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, ...