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INTERAKSI
MANUSIA & KOMPUTER
Sejarah IMK ?
• Dikenal sejak 1980
• Studi permulaan
– Menekankan manual tasks
– Manusia-Mesin untuk sistem persenjataan
(PD II)
PENDAHULUAN
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Produk Sukses
• Useful (Berguna)
• Usable (Dapat digunakan)
• Used (Digunakan)
Sistem Interaktif
• Komponen Fundamental
– User manusia
– Sistem komputer
– Proses interaktif
MANUSIA
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Pendahuluan -1-
• Sistem komputer dirancang agar bisa
membantu Manusia-User
• Memahami kemampuan dan keterbatasan
manusia
• Psikologi kognitif dlm sistem komputer:
– Manusia melihat dunia sekitarnya
– Menyimpan dan memproses informasi serta
memecahkan masalah
– Memanipulasi objek secara fisik
Pendahuluan -2-
• Model Human Processor
– Sistem perceptual
– Motor System
– Cognitive system
• Pemrosesan informasi
– Input/Output
– Memori
– Pemrosesan
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A B C D E F ■ H I J K
Bentuk Ambigu ?
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ABC
12 13 14
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Ilusi Ponzo
Membaca
• Tahapan dalam proses membaca:
– Pola visual kata yang dibaca
– Saccades
– 250 kata per menit
– Ukuran font 9-12 point
– Panjang baris 58 dan 132 mm
– Membaca di komputer lebih lambat dibanding
buku
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Pemrosesan Suara
• Suara : perubahan atau getaran dari
tekanan udara
• Pitch : frekuensi suara
– Frekuensi rendah = pitch rendah
– Frekuensi tinggi = pitch tinggi
• Frekuensi suara manusia 20 Hz s/d 15
kHz
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Sensor memori
Iconic Memori Jangka pendek Memori Jangka
Echoic atau Memori beke
bekerja Panjang
Haptic
Perhatian Repetisi
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Sensor Memori
• Saluran memori:
– Memori Iconic: stimulus visual
– Memori Echoic: stimulus suara
– Memori Haptic: stimulus peraba
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Penalaran dan
Pemecahan Masalah
• Penalaran (reasoning): proses
penggunaan pengetahuan untuk
mengambil kesimpulan
– Penalaran deduktif
– Penalaran induktif
– Penalaran Abduktif
• Pemecahan Masalah
– Gary Kasparov vs Deep Blue (IBM)
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Contoh
• Deduction:
– derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Logical conclusion not necessarily true:
e.g. If it is raining then the ground is dry
It is raining
Therefore the ground is dry
• When truth and logical validity clash …
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Contoh
• Induction:
– generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
• Unreliable:
– can only prove false not true
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.
Contoh
• reasoning from event to cause
e.g. Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
• Unreliable:
– can lead to false explanations
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Emosi
Perbedaan Individual
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KOMPUTER
Pendahuluan -1
• Mengapa menggunakan komputer?
• Berinteraksi dengan komputer: harus
paham komputer...
what goes in and out
devices, paper,
sensors, etc.
Melakukan apa?
memory, processing,
networks
Pendahuluan -2
• Sistem Komputer
window 1
window 2
12-37pm
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Pendahuluan -3
• Level interaksi: Batch processing
• Richer interaction
sensors
and devices
everywhere
1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE
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Mengapa 9 Entri ?
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Piranti Display
• Bitmap Display – Resolusi dan warna
• Teknologi
– CRT (Cathode Ray Tube)
– LCD (Liquid Crystal Display)
– Display khusus
• Display Besar dan Display Kondisional
– HDTV (High Definition Television)
– LCD Proyektor
• Digital Paper
• Aspect ratio
– ration between width and height
– 4:3 for most screens, 16:9 for wide-screen TV
• Colour depth:
– how many different colours for each pixel?
– black/white or greys only
– 256 from a pallete
– 8 bits each for red/green/blue = millions of colours
Jaggies
– diagonal lines that have discontinuities in due to horizontal raster scan
process.
Anti-aliasing
– softens edges by using shades of line colour
– also used for text
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electron beam
electron gun
focussing and
deflection
phosphor-
coated screen
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appearance
• what?
– thin flexible sheets
– updated electronically cross
section
– but retain display
• how?
– small spheres turned
– or channels with coloured liquid
and contrasting spheres
– rapidly developing area
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yaw
roll
pitch
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Suara
• beeps, bongs, clonks, whistles and whirrs
Pengendali Fisik
easy-clean
smooth buttons
multi-function
control
large buttons
clear dials
tiny buttons
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Display Khusus
• analogue representations:
– dials, gauges, lights, etc.
• digital displays:
– small LCD screens, LED lights, etc.
• head-up displays
– found in aircraft cockpits
– show most important controls
… depending on context
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Font
• Font – the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
§´µº¿Â Ä¿~ (special symbol)
• Size of a font measured in points (1 pt about
1/72”) (vaguely) related to its height
This is ten point Helvetica
This is twelve point
This is fourteen point
This is eighteen point
and this is twenty-four point
Screen
• WYSIWYG
– what you see is what you get
– aim of word processing, etc.
• but …
– screen: 72 dpi, landscape image
– print: 600+ dpi, portrait
• can try to make them similar
but never quite the same
• so … need different designs, graphics etc, for screen
and print
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Memori
• RAM dan Memori Jangka Pendek
• Disk dan Memori Jangka Panjang
• Kecepatan dan Kapasitas
• Kompresi
• Format dan standar penyimpanan
• Metode pengaksesan
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• optical disks
– use lasers to read and sometimes write
– more robust that magnetic media
– CD-ROM
- same technology as home audio, ~ 600 Gbytes
– DVD - for AV applications, or very large files
Kompresi
• reduce amount of storage required
• lossless
– recover exact text or image – e.g. GIF, ZIP
– look for commonalities:
• text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
• video: compare successive frames and store change
• lossy
– recover something like original – e.g. JPEG, MP3
– exploit perception
• JPEG: lose rapid changes and some colour
• MP3: reduce accuracy of drowned out notes
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Format -teks
• ASCII - 7-bit binary code for to each letter and character
• UTF-8 - 8-bit encoding of 16 bit character set
• RTF (rich text format)
- text plus formatting and layout information
• SGML (standardized generalised markup language)
- documents regarded as structured objects
• XML (extended markup language)
- simpler version of SGML for web applications
Format - audio
• Images:
– many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
– plus different compression techniques
(to reduce their storage requirements)
• Audio/Video
– again lots of formats :
(QuickTime, MPEG, WAV, etc.)
– compression even more important
– also ‘streaming’ formats for network delivery
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Computation bound
– Computation takes ages, causing frustration for the user
Storage channel bound
– Bottleneck in transference of data from disk to memory
Graphics bound
– Common bottleneck: updating displays requires a lot of effort -
sometimes helped by adding a graphics co-processor optimised to take
on the burden
Network capacity
– Many computers networked - shared resources and files, access to
printers etc. - but interactive performance can be reduced by slow
network speed
INTERAKSI
Pendahuluan
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Model Interaksi
• Istilah interaksi
• Execution – siklus evaluasi
• Framework interaksi
Note …
– traditional interaction …
– use of terms differs a lot especially task/goal !!!
Model Norman
• Seven stages
– user establishes the goal
– formulates intention
– specifies actions at interface
– executes action
– perceives system state
– interprets system state
– evaluates system state with respect to goal
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goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
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goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
extension of Norman…
their interaction framework has 4 parts O
– user output
– input S U
– system core task
– output I
input
each has its own unique language
interaction Þ translation between languages
Screen design
O Ergonomi
Ergo
S U
I
Dialog
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Ergonomi
• Apakah ergonomi itu ?
• Environment fisik dalam interaksi
• Masalah kesehatan
• Penggunaan warna
Ergonomi
• Study of the physical characteristics of
interaction
• Also known as human factors – but this
can also be used to mean much of HCI!
• Ergonomics good at defining standards
and guidelines for constraining the way we
design certain aspects of systems
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Masalah Kesehatan
• Posisi secara fisik
• Temperatur
• Pencahayaan
• Noise
• Waktu
Style Interaksi
• Command line interface
• Menu
• Natural language
• Dialog tanya/jawab dan query
• Form fills dan spreadsheet
• WIMP interface
• Point-and-Click interface
• Interface tiga dimensi
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Menu
PAYMENT DETAILS
9. abort transaction
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WIMP
• Window
• Ikon
• Menu
• Pointer
Point-and-click
• Digunakan pada ..
– multimedia
– web browsers
– hypertext
• minimal typing
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3D
flat buttons …
click me!
… or sculptured
Elemen WIMP
• Windows
• Ikon
• Menu
• Pointer
• Tombol
• Toolbar
• Palette
• Kotak Dialog
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Menu
Fi l e Ed it Opt i ons Fo nt
Ty p ewr it e r
Screen
Times
Tombol
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Pointer
INTERAKTIVITAS
• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!
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Inisiatif
• who has the initiative?
old question–answer – computer
WIMP interface – user
• WIMP exceptions …
pre-emptive parts of the interface
KONTEKS INTERAKSI
Interaction affected by social and organizational
context
• other people
– desire to impress, competition, fear of failure
• motivation
– fear, allegiance, ambition, self-satisfaction
• inadequate systems
– cause frustration and lack of motivation
EXPERIENCE,
ENGAGEMENT AND FUN
• Memahami experience
• Perancangan experience
• Desain fisik dan engagement
• Managing value
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Experience?
• home, entertainment, shopping
– not enough that people can use a system
– they must want to use it!
• psychology of experience
– flow (Csikszentimihalyi)
– balance between anxiety and boredom
• education
– zone of proximal development
– things you can just do with help
• wider ...
– literary analysis, film studies, drama
Designing experience
• real crackers
– cheap and cheerful!
– bad joke, plastic toy, paper hat
– pull and bang
Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
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Designing experience
• virtual crackers
– cheap and cheerful
– bad joke, web toy, cut-out mask
– click and bang
closed
cracker page
open
watches recipient clicks
message
progress cracker opens ...
very slowly
open
cracker page
sender joke
links
web toy
mask
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Physical design
• many constraints:
– ergonomic – minimum button size
– physical – high-voltage switches are big
– legal and safety – high cooker controls
– context and environment – easy to clean
– aesthetic – must look good
– economic – … and not cost too much!
Design trade-offs
constraints are contradictory … need trade-offs
within categories:
e.g. safety – cooker controls
front panel – safer for adult
rear panel – safer for child
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
Fluidity
• do external physical aspects reflect logical
effect?
– related to affordance (chap 5)
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inverse actions
• yes/no buttons
– well sort of
• ‘joystick’
a minidisk controller
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physical layout
controls:
logical relationship
~ spatial grouping
compliant interaction
Managing value
BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
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Weighing up value
value
• helps me get my work done
• fun
• good for others
cost
• download time
• money £, $, €
• learning effort
Discounted future
• in economics Net Present Value:
– discount by (1+rate)years to wait
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General lesson …
if you want someone to do something …
RINGKASAN
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