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INTERACTION
Hurriyatul Fitriyah [hfitriyah@ub.ac.id]
Human- Computer Interaction Course
Computer System – Information Technology & Computer Science
Program
1. INTERACTION MODELS
It helps us to understand what is
going on in the interaction
between user and system

It addreses the translation
between what user wants and
what the system does
• The communication between user and system is

influenced by the style of the interface
• The interaction models also provide us with a framework

to compare different interaction styles and to consider
interaction problems
• It also used to identify the likely root of difficulties
Communication Ways:
• Batch Processing: user provides all the

information to the computer at once and leaves
the machine to perform the task
•
•
•
•
•
•

.
.
.
.
.
.

• Direct manipulation: the user constantly provide

instruction and receive feed-back from computer
Batch Processing Era – Punched Card
• The punched card would

give a batch of these
programmed cards to the
system operator, who
would feed them into the
computer
• Batch jobs can be stored

up during working hours
and then executed during
the evening or whenever
the computer is idle
Direct Manipulation – Interactive System
The Term in Interaction
Term

Meaning

1

Domain

area of expertise and knowledge in some real-world
activity

2

Goal

The desired output from a performed task

3

Task

operations to manipulate the concepts of a domain

4

Intention

Specific action required to meet the goal

5

Task Analysis

The identification of the problem space for the user of
an interactive system in terms of the domain, goals,
intentions and tasks

6

System

Computer Application

7

Task Language (user)

psychological attributes of the domain relevant to the
User state

8

Core Language (system)

computational attributes of the domain relevant to the
System state
Norman’s Execution-Evaluation Cycle
The gulf of execution
is the difference between the user’s
formulation of the actions to reach the goal
and the actions allowed by the system

The gulf of evaluation
is the distance between the physical
presentation of the system state and the
expectation of the user
Norman’s ExecutionEvaluation Cycle
[cont’d]
Translation between Components

Framework and HCI
The ACM SIGCHI Curriculum Development Group
Human Error
1. Slips: you have formulated the right

action, but fail to execute that action
correctly
2. Mistake: you don’t know the system
well, you may not even formulate the
right goal
Slips may be corrected by, for instance,
better design.
However, mistakes need users to have a
better understanding of the systems
2. ERGONOMICS
It looks at the physical characteristic
of the interaction and how these
influence its effectiveness
Ergonomics (or human factors) is traditionally the study of the physical
characteristics of the interaction:
• how the controls are designed
• How the physical environment in which the interaction takes place are designed
• How the layout and physical qualities of the screen are designed

In seeking to evaluate these aspects of the interaction, ergonomics will certainly
also touch upon human psychology and system constraints
2.1. Arrangement of Controls and Display
• The entire system interface must be arranged appropriately in relation to the

user’s position
Grouping of control:
1. functional controls and displays are
organized so that those that are
functionally related are placed together;
2. sequential controls and displays are
organized to reflect the order of their use in
a typical interaction (this may be especially
appropriate in domains where a particular
task sequence is enforced, such as
aviation);
3. frequency controls and displays are
organized according to how frequently they
are used, with the most commonly used
controls being the most easily accessible.
2.2. The Physical Environment of Interaction
• Ergonomics is concerned with the

design of the work environment itself
• Where will the system be used? By

whom will it be used? Will users be
sitting, standing or moving about?
• All users should be comfortably able to

see critical displays
2.3. Health Issue
• We should bear in mind possible consequences of our designs

on the health and safety of users
1. Physical position: users should be able to reach all controls
2.

3.
4.
5.

comfortably and see all displays
Temperature: extremes of hot or cold will affect performance
Lighting: adequate lighting should be provided to allow users
to see the computer screen without discomfort or eyestrain
Noise: Noise levels should be maintained at a comfortable
level in the work environment
Time: The time users spend using the system should also be
controlled.
2.4. The use of Color
• Colors used in the display should be as

distinct as possible
• The colors used should also correspond to

common conventions and user expectations
• Awareness of the cultural associations of color

is particularly important in designing systems
and websites
3. INTERACTION STYLE
3.1. Command Line Interface
• Command line interface are

powerful to give direct
access to system
functionality
• Difficulty in use and learning

since the commands must
be remembered (no cue),
therefore better for expert
user
3.2. Menus
• In a menu-driven interface, the set

of options available to the user is
displayed on the screen, and
selected using the mouse, or
numeric or alphabetic keys
3.3. Natural Language
• Close to human understanding of

daily language
• But severe in ambiguity
• The use of natural language in

restriced domains is relatively
successful
3.4. Q/A and Query Dialog
• The user is asked a series of questions

(mainly with yes/no responses, multiple
choice, or codes) and so is led through
the interaction step by step
• This interface is easy to learn and use,

but limited in functionality
• Query languages are used to construct

queries to retrieve information from a
database.
3.5. Form Fill and Spreadsheets
• Form-filling interfaces are used

primarily for data entry but can
also be useful in data retrieval
applications

• Spreadsheets comprises a grid

of cells, each of which can
contain a value or a formula
• The formula can involve the

values of other cells (for
example, the total of all cells in
this column)
3.6. The WIMP Interface
• Often called as windowing system
• WIMP: Windows, Icons, Menus and

Pointers
• WIMP is the default interface style for

the majority of interactive computer
system today
3.7. Point & Click Interface
• Used in most multimedia system
• The point-click style is extensively used in

touchscreen information system, where
the use of mose is not tied
• Moslty seen in web pages
3.8. 3D Interfaces
• Application in VR (Virtual Reality)

and AR (Augmenetd Reality)
4. WIMP INTERFACE
Together, these elements of WIMP interface are called widget
4.1. Windows
• Windows are areas of the

screen that behave as if they
were independent terminals in
their own right
• A window can usually contain

text or graphics, and can be
moved or resized
• There are also scrollbars,

special boxes in the corner for
minimize-maximize-close
2. Icons
• A small picture is used to represent a

closed window is known as an icon
• By allowing icons, many windows can

be available on the screen at the
same time, ready to be expanded to
their full size by clicking on the icon
• Shrinking a window to its icon is

known as iconifying the window
4.3. Menus
• A menu presents a choice of operations or services

that can be performed by the system at a given
time
• The names used for the commands in the menu

should be meaningful and informative
• scroll-down and pop-up menu can be used to

cascade inefficient use of many items
• Menu items should be ordered according to

importance and frequency of use
• opposite functionalities (such as ‘save’ and

‘delete’) should be kept apart to prevent accidental
selection
4.4. Pointer
• WIMP relies very much on pointing

and selecting things such as icons
• The user is presented with a cursor

on the screen that is controlled by the
input device
4.5. Buttons
• Buttons are individual and isolated

regions within a display that can be
selected by the user to invoke specific
operations
• ‘Pushing’ the button invokes a

command
• toggle buttons can be used to indicate

the on/off status of the option (referred
to as check boxes)
4.6. Toolbar
• Many systems have a collection of

small buttons, each with icons,
placed at the top or side of the
window and offering commonly
used functions
• often users can customize it

display on the windows
4.7. Palettes
• A palette is usually a collection of

icons that are reminiscent of the
purpose of the various modes
• An example in a drawing package

would be a collection of icons to
indicate the pixel color or pattern that
is used to fill in objects, much like an
artist’s palette for paint
4.8. Dialog Boxes
• Dialog boxes are information

windows used by the system to
bring the user’s attention to
some important information,
possibly an error or a warning
used to prevent a possible error
INTERACTIVITY
Experience, engagement and fun
BATASAN KERJA INTERAKTIF
Interaksi
• Tiga level umum interaksi manusia dan komputer :
BATAS KINERJA INTERAKTIF
• Batas kinerja interaksi antara manusia dan komputer adalah sebagai berikut :
• Batas komputasi

• Batas saluran penyimpanan
• Batas grafik

• Kapasitas jaringan
1. BATAS KOMPUTASI
• Masalah yang sering terjadi karena masalah pemrosesan :
1.Overshooting (terlalu banyak tombol ditekan)
2.Icon Wars (perang ikon)
3.Terlalu Cepat
HUKUM MOORE
Hukum Moore merupakan suatu hukum kebutuhan dimana manusia selalu
merasa tidak puas dari satu kondisi ke kondisi yang lain, misalnya :
• Tahun 1965 …
• Menurut Gordon Moore (asisten pendiri Intel) mencatat pola proses

kecepatan setiap 18 bulan selalu mengalami peningkatan dua kali lipat
karena banyak aplikasi membutuhkan kecepatan yang tinggi saat digunakan
2. BATAS PENYIMPANAN
• Dalam hukum moore, pola kecepatan juga berlaku untuk memori; Setiap 12 bulan mengalami

peningkatan dua kali lipat
• Hari ini
• Dapat menyimpan sound dan vision seperti halnya kamera digital, handycam dan

sebagainya
• Bentuk fisik memori dan prosesor mengalami perubahan dari bentuk besar dengan
kapasistas kecil menjadi bentuk kecil dengan kapasitas besar
• Flashdisk
• Masa depan
• Interaksi dengan menggunakan telepati
• Ruang penyimpanan dalam bentuk yang kecil dengan kapasitas tidak terbatas
• Semua aspek kehidupan menggunakan komputer
3. BATAS GRAFIK
• Perkembangan grafik dalam hal:
• Ukuran
• Resolusi
• Warna
• Interaksi (dulu mouse sekarang touchscreen)
4. BATAS TEKNOLOGI JARINGAN
• Jaringan komputer adalah satu komputer yang terhubung melalui kabel

atau wireless tanpa ada batas jarak dan waktu selagi komputer dan
orang yang dituju terhubung dalam jaringan.
• Akses yang dilakukan melalui jaringan komputer, misalnya :

1.Memiliki memori dan proses yang besar karena sumber daya yang

ada dalam jaringan tidak terbatas
2.Bisa berkomunikasi dengan orang lain, misalnya melalui groupware,

email, instant messenger dan sebagainya
3.Berbagi resource dengan orang lain misalnya web
TEKNOLOGI JARINGAN
• Sasaran yang ingin dicapai melalui penggunaan jaringan komputer :
• Resource sharing
• Reliabilitas tinggi
• Menghemat biaya
• Keamanan data

• Integritas data
• Komunikasi
• Skalabilitas
TEKNOLOGI JARINGAN
• Kendala yang terjadi pada jaringan komputer :
• Pemanfaatan dan fasilitas komunikasi masih mahal harganya
• Jalur transmisi yang digunakan sering terserang oleh noise
• Perkembangan teknologi komunikasi masih terbatas

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Hci [4]interaction

  • 1. INTERACTION Hurriyatul Fitriyah [hfitriyah@ub.ac.id] Human- Computer Interaction Course Computer System – Information Technology & Computer Science Program
  • 2. 1. INTERACTION MODELS It helps us to understand what is going on in the interaction between user and system It addreses the translation between what user wants and what the system does
  • 3. • The communication between user and system is influenced by the style of the interface • The interaction models also provide us with a framework to compare different interaction styles and to consider interaction problems • It also used to identify the likely root of difficulties
  • 4. Communication Ways: • Batch Processing: user provides all the information to the computer at once and leaves the machine to perform the task • • • • • • . . . . . . • Direct manipulation: the user constantly provide instruction and receive feed-back from computer
  • 5. Batch Processing Era – Punched Card • The punched card would give a batch of these programmed cards to the system operator, who would feed them into the computer • Batch jobs can be stored up during working hours and then executed during the evening or whenever the computer is idle
  • 6. Direct Manipulation – Interactive System
  • 7. The Term in Interaction Term Meaning 1 Domain area of expertise and knowledge in some real-world activity 2 Goal The desired output from a performed task 3 Task operations to manipulate the concepts of a domain 4 Intention Specific action required to meet the goal 5 Task Analysis The identification of the problem space for the user of an interactive system in terms of the domain, goals, intentions and tasks 6 System Computer Application 7 Task Language (user) psychological attributes of the domain relevant to the User state 8 Core Language (system) computational attributes of the domain relevant to the System state
  • 8. Norman’s Execution-Evaluation Cycle The gulf of execution is the difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system The gulf of evaluation is the distance between the physical presentation of the system state and the expectation of the user
  • 10. Translation between Components Framework and HCI The ACM SIGCHI Curriculum Development Group
  • 11. Human Error 1. Slips: you have formulated the right action, but fail to execute that action correctly 2. Mistake: you don’t know the system well, you may not even formulate the right goal Slips may be corrected by, for instance, better design. However, mistakes need users to have a better understanding of the systems
  • 12. 2. ERGONOMICS It looks at the physical characteristic of the interaction and how these influence its effectiveness
  • 13. Ergonomics (or human factors) is traditionally the study of the physical characteristics of the interaction: • how the controls are designed • How the physical environment in which the interaction takes place are designed • How the layout and physical qualities of the screen are designed In seeking to evaluate these aspects of the interaction, ergonomics will certainly also touch upon human psychology and system constraints
  • 14. 2.1. Arrangement of Controls and Display • The entire system interface must be arranged appropriately in relation to the user’s position Grouping of control: 1. functional controls and displays are organized so that those that are functionally related are placed together; 2. sequential controls and displays are organized to reflect the order of their use in a typical interaction (this may be especially appropriate in domains where a particular task sequence is enforced, such as aviation); 3. frequency controls and displays are organized according to how frequently they are used, with the most commonly used controls being the most easily accessible.
  • 15. 2.2. The Physical Environment of Interaction • Ergonomics is concerned with the design of the work environment itself • Where will the system be used? By whom will it be used? Will users be sitting, standing or moving about? • All users should be comfortably able to see critical displays
  • 16. 2.3. Health Issue • We should bear in mind possible consequences of our designs on the health and safety of users 1. Physical position: users should be able to reach all controls 2. 3. 4. 5. comfortably and see all displays Temperature: extremes of hot or cold will affect performance Lighting: adequate lighting should be provided to allow users to see the computer screen without discomfort or eyestrain Noise: Noise levels should be maintained at a comfortable level in the work environment Time: The time users spend using the system should also be controlled.
  • 17. 2.4. The use of Color • Colors used in the display should be as distinct as possible • The colors used should also correspond to common conventions and user expectations • Awareness of the cultural associations of color is particularly important in designing systems and websites
  • 19. 3.1. Command Line Interface • Command line interface are powerful to give direct access to system functionality • Difficulty in use and learning since the commands must be remembered (no cue), therefore better for expert user
  • 20. 3.2. Menus • In a menu-driven interface, the set of options available to the user is displayed on the screen, and selected using the mouse, or numeric or alphabetic keys
  • 21. 3.3. Natural Language • Close to human understanding of daily language • But severe in ambiguity • The use of natural language in restriced domains is relatively successful
  • 22. 3.4. Q/A and Query Dialog • The user is asked a series of questions (mainly with yes/no responses, multiple choice, or codes) and so is led through the interaction step by step • This interface is easy to learn and use, but limited in functionality • Query languages are used to construct queries to retrieve information from a database.
  • 23. 3.5. Form Fill and Spreadsheets • Form-filling interfaces are used primarily for data entry but can also be useful in data retrieval applications • Spreadsheets comprises a grid of cells, each of which can contain a value or a formula • The formula can involve the values of other cells (for example, the total of all cells in this column)
  • 24. 3.6. The WIMP Interface • Often called as windowing system • WIMP: Windows, Icons, Menus and Pointers • WIMP is the default interface style for the majority of interactive computer system today
  • 25. 3.7. Point & Click Interface • Used in most multimedia system • The point-click style is extensively used in touchscreen information system, where the use of mose is not tied • Moslty seen in web pages
  • 26. 3.8. 3D Interfaces • Application in VR (Virtual Reality) and AR (Augmenetd Reality)
  • 27. 4. WIMP INTERFACE Together, these elements of WIMP interface are called widget
  • 28. 4.1. Windows • Windows are areas of the screen that behave as if they were independent terminals in their own right • A window can usually contain text or graphics, and can be moved or resized • There are also scrollbars, special boxes in the corner for minimize-maximize-close
  • 29. 2. Icons • A small picture is used to represent a closed window is known as an icon • By allowing icons, many windows can be available on the screen at the same time, ready to be expanded to their full size by clicking on the icon • Shrinking a window to its icon is known as iconifying the window
  • 30. 4.3. Menus • A menu presents a choice of operations or services that can be performed by the system at a given time • The names used for the commands in the menu should be meaningful and informative • scroll-down and pop-up menu can be used to cascade inefficient use of many items • Menu items should be ordered according to importance and frequency of use • opposite functionalities (such as ‘save’ and ‘delete’) should be kept apart to prevent accidental selection
  • 31. 4.4. Pointer • WIMP relies very much on pointing and selecting things such as icons • The user is presented with a cursor on the screen that is controlled by the input device
  • 32. 4.5. Buttons • Buttons are individual and isolated regions within a display that can be selected by the user to invoke specific operations • ‘Pushing’ the button invokes a command • toggle buttons can be used to indicate the on/off status of the option (referred to as check boxes)
  • 33. 4.6. Toolbar • Many systems have a collection of small buttons, each with icons, placed at the top or side of the window and offering commonly used functions • often users can customize it display on the windows
  • 34. 4.7. Palettes • A palette is usually a collection of icons that are reminiscent of the purpose of the various modes • An example in a drawing package would be a collection of icons to indicate the pixel color or pattern that is used to fill in objects, much like an artist’s palette for paint
  • 35. 4.8. Dialog Boxes • Dialog boxes are information windows used by the system to bring the user’s attention to some important information, possibly an error or a warning used to prevent a possible error
  • 38. Interaksi • Tiga level umum interaksi manusia dan komputer :
  • 39. BATAS KINERJA INTERAKTIF • Batas kinerja interaksi antara manusia dan komputer adalah sebagai berikut : • Batas komputasi • Batas saluran penyimpanan • Batas grafik • Kapasitas jaringan
  • 40. 1. BATAS KOMPUTASI • Masalah yang sering terjadi karena masalah pemrosesan : 1.Overshooting (terlalu banyak tombol ditekan) 2.Icon Wars (perang ikon) 3.Terlalu Cepat
  • 41. HUKUM MOORE Hukum Moore merupakan suatu hukum kebutuhan dimana manusia selalu merasa tidak puas dari satu kondisi ke kondisi yang lain, misalnya : • Tahun 1965 … • Menurut Gordon Moore (asisten pendiri Intel) mencatat pola proses kecepatan setiap 18 bulan selalu mengalami peningkatan dua kali lipat karena banyak aplikasi membutuhkan kecepatan yang tinggi saat digunakan
  • 42. 2. BATAS PENYIMPANAN • Dalam hukum moore, pola kecepatan juga berlaku untuk memori; Setiap 12 bulan mengalami peningkatan dua kali lipat • Hari ini • Dapat menyimpan sound dan vision seperti halnya kamera digital, handycam dan sebagainya • Bentuk fisik memori dan prosesor mengalami perubahan dari bentuk besar dengan kapasistas kecil menjadi bentuk kecil dengan kapasitas besar • Flashdisk • Masa depan • Interaksi dengan menggunakan telepati • Ruang penyimpanan dalam bentuk yang kecil dengan kapasitas tidak terbatas • Semua aspek kehidupan menggunakan komputer
  • 43. 3. BATAS GRAFIK • Perkembangan grafik dalam hal: • Ukuran • Resolusi • Warna • Interaksi (dulu mouse sekarang touchscreen)
  • 44. 4. BATAS TEKNOLOGI JARINGAN • Jaringan komputer adalah satu komputer yang terhubung melalui kabel atau wireless tanpa ada batas jarak dan waktu selagi komputer dan orang yang dituju terhubung dalam jaringan. • Akses yang dilakukan melalui jaringan komputer, misalnya : 1.Memiliki memori dan proses yang besar karena sumber daya yang ada dalam jaringan tidak terbatas 2.Bisa berkomunikasi dengan orang lain, misalnya melalui groupware, email, instant messenger dan sebagainya 3.Berbagi resource dengan orang lain misalnya web
  • 45. TEKNOLOGI JARINGAN • Sasaran yang ingin dicapai melalui penggunaan jaringan komputer : • Resource sharing • Reliabilitas tinggi • Menghemat biaya • Keamanan data • Integritas data • Komunikasi • Skalabilitas
  • 46. TEKNOLOGI JARINGAN • Kendala yang terjadi pada jaringan komputer : • Pemanfaatan dan fasilitas komunikasi masih mahal harganya • Jalur transmisi yang digunakan sering terserang oleh noise • Perkembangan teknologi komunikasi masih terbatas