w1_interaksi manusia dan komputer

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9/9/2015 1 WEEK 1 DisampaikanOleh: FENTY EKA MUZAYYANA AGUSTIN, MKom STANDAR KOMPETENSI Mahasiswadapatmemahamikonsepinteraksimanusiadan komputerdanmenggunakannyadalammerancanginterface padaperangkatlunak. Deskripsi Mata Kuliah Mata kuliahIMK bertujuanagar mahasiswamemilikikemampuan: Memahamimanusiasbgsbrdyterpentingdlmmembangunsistem Memahami& menerapkan konsepdesainsisteminteraksi pembuatanmodel artidesainsisteminteraksi pembuatannotasidandialog daridesainsisteminteraksi pembuatananalisisdandesainsisteminteraksi pembuatandokumentasipadasisteminteraksi 1. 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. InsapSantoso, Interaksi Manusia dan Komputer : Teori dan Praktek, AndiOffset, Yogyakarta, 2004. 5. Surbakti, Irfan, Interaksi Manusia dan Komputer, Buku Ajar JurusanTeknikInformatikaFakultasTeknologi InformasiITS, 2006

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Page 1: w1_interaksi Manusia Dan Komputer

9/9/2015

1

WEEK 1 Disampaikan Oleh:FENTY EKA MUZAYYANA AGUSTIN, MKom

� STANDAR KOMPETENSI � Mahasiswa dapat memahami konsep interaksi manusia dan

komputer dan menggunakannya dalam merancang interface pada perangkat lunak.

� Deskripsi Mata KuliahMata 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

1. 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 TeknologiInformasi ITS, 2006

Page 2: w1_interaksi Manusia Dan Komputer

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� Form � 40%

� Kehadiran

� Tugas Individu + Kelompok

� Keaktifan di Kelas

� UTS � 30%

� UAS � 30%� E-mail: [email protected]� SMS/WA: 0813 9961 4763

� Fb: difa fenty agustin

� ..\SAP KBK IMK Versi_1_19022012.docx

� Interaksi � menurut KBBI (Kam. 2001:438)� Hal yang saling melakukan aksi, berhubungan,

mempengaruhi, antarhubungan.

� Manusia � sebagai pelaku aksi terhadapsesuatu

� Komputer � sebagai pelaku aksi terhadapsesuatu

� Interaksi Manusia dan Komputer � Keadaanyang melibatkan aksi antara manusia dengankomputer

� Kata kunci � Saling Melakukan

Page 3: w1_interaksi Manusia Dan Komputer

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FISIK

FIKIR

PSIKIS

Comfortable

V = Visual

A = AuditoryK = Kinaesthetic

O = Olfactory

G = Gustatory

User Friendly

Easy Learning

Input Process Output

Page 4: w1_interaksi Manusia Dan Komputer

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IMK

Antropologi &

Sosiologi

IlmuKomputer

Perancangan grafis

& tipografi

Psikologi

TeknikElektron

ika

Ergonomik

Linguistik

DesainIndustri

“ 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 ]

Page 5: w1_interaksi Manusia Dan Komputer

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� 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

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

Improving Interfaces• Know the User!

− Physical abilities - Cognitive abilities− Personality differences - Skill differences− Cultural diversity - Motivation− Special needs

� 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

Page 6: w1_interaksi Manusia Dan Komputer

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� 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

1700’s & 1800’s

� Technology became available in the 1940’s

and 1950’s

� 1960 - Postulated “man-computer symbiosis”

� Couple human brains

and computing machines

tightly to revolutionizeinformation handling

Page 7: w1_interaksi Manusia Dan Komputer

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Pendahuluan 19/26

Immed Intermed Long-term•Time sharing•Electronic I/O

•Interactive, real-time system

•Large scale

informationstorage andretrieval

•Combined speechrecognition,

character recognition, light-pen editing

•Natural languageunderstanding

•Speech recognitionof 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

Needfor

HCI

Pendahuluan 20/26

� 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 21/26

� 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

Page 8: w1_interaksi Manusia Dan Komputer

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� More suitable medium than paper

� Sutherland’s Sketchpad as landmark system� Computers used for visualizing and

manipulating data

� 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

� 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

Page 9: w1_interaksi Manusia Dan Komputer

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� 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

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

� 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

Page 10: w1_interaksi Manusia Dan Komputer

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� 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

� 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, ...