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Interaction
Interaksi Manusia dan Komputer
TAHUN AJARAN 2013/2014 | SEMESTER
GANJIL
Dosen :

Denny Sagita R., S.Kom., M.Kom
Asisten : Fahmi Indrajaya
Learning Outcomes
At the end of this lecture, you should be able to:
• Describe interaction
• Describe different interaction from different frameworks
• Discuss how ergonomics play roles in ensuring successful
interactions
• Discuss different styles humans interact with computers

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

2
The Interaction
Dix (2002) looks at interactions in 3 ways:
1. interaction models – translations of what happen between
user and system
2. ergonomics - physical characteristics of interaction
3. interaction styles - the nature of user/system dialog

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

3
The Interaction Framework |Donald Norman’s
• Seven stages

1.
2.
3.
4.
5.
6.
7.

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

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

4
The Interaction Framework |Donald Norman’s
• Focus is on user’s view of the interface
• Gulf of execution and Gulf of evaluation – good
interface design strives to avoid these

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

5
Donald Norman’s
execution/evaluation loop
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

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

6
Donald Norman’s
execution/evaluation loop
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

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

7
Donald Norman’s
execution/evaluation loop
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

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

8
The Interaction Framework
Abowd and Beale’s
• Interaction framework is divided into 4
parts
1.
2.
3.
4.

User
Input
System
Output

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

9
The Interaction Framework
Abowd and Beale’s
• The User is able to communicate with the
system via the Input. This action is known
as articulation or the process of
describing your request in the form of a
"task language".
• The Input then runs System command in a
performance process. The process is ran in
"core language" and then returned to the
user in a presentation phase.
• The User then resumes responsibility
through observation or simply the act of
formulating new goals.

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

10
Ergonomics
• Physical aspects of interfaces
• Study of the physical characteristics of
interaction
• Ergonomics good at defining standards and
guidelines for constraining the way we
design certain aspects of systems – to suit
the environments/users
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

11
Ergonomics - examples
• arrangement of controls and displays

e.g. controls grouped according to function or frequency
of use, or sequentially (mapping)
• surrounding environment

e.g. seating arrangements adaptable to cope with all sizes
of user (movie theatre)
• health issues

e.g. physical position, environmental conditions
(temperature, humidity), lighting, noise
• use of colour

e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

12
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Common interaction styles
•
•
•
•
•
•
•

command line interface
menus
natural language
question/answer and query dialogue
form-fills and spreadsheets
WIMP
three–dimensional interfaces
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

18
Command line interface
• Way of expressing instructions to the computer directly

– function keys, single characters, short
abbreviations, whole words, or a combination
•
•
•
•

suitable for repetitive tasks
better for expert users than novices
offers direct access to system functionality
command names/abbreviations should be meaningful!
Typical example: the Unix system, DOS prompts
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

19
Menus
• Set of options displayed on the screen
• Options visible

– less recall - easier to use, use of images/icons to help
– rely on recognition so names should be meaningful to
reflect the tasks to be executed
• Selection by:

– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
• Often options hierarchically grouped

– sensible grouping is needed
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

20
Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– ambiguous
– hard to do well!

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

21
Query interfaces
•

Question/answer interfaces

– user led through interaction via
series of questions
– suitable for novice users but
restricted functionality
– often used in information
systems
•

Query languages (e.g. SQL)

– used to retrieve information from
database
– requires understanding of
database structure and language
syntax, hence requires some
expertise

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

22
Form-fills
• Primarily for data entry or
data retrieval
• Screen like paper form
• Data put in relevant place
• Requires
– good design
– Sequential/suitable
information structure
– obvious correction
facilities

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

23
Spreadsheets
• first spreadsheet VISICALC, followed by Lotus 1-2-3.
• MS Excel most common today
• Sophisticated variation of form-filling.

– grid of cells contain a value or a formula
– formula can involve values of other cells
e.g. sum of all cells in this column
– user can enter and alter data spreadsheet
maintains consistency
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

24
Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting
– visual affordance
– indiscriminate use
just confusing!

• 3D workspaces
– use for extra virtual space
– light and occlusion give depth
– distance effects

flat buttons …

click me!
… or sculptured

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

25
WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!

default style for majority of interactive computer systems,
especially PCs and desktop machines
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

26
Windows
• Areas of the screen that behave as if they
were independent

– can contain text or graphics
– can be moved or resized
– can overlap and obscure each
other, or can be laid out next to
one another (tiled)
• scrollbars

– allow the user to move the
contents of the window up and
down or from side to side
• title bars

– describe the name of the window
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

27
Icons
• small picture or image
• represents some objects in the
interface

– often a window or action
• windows can be closed down
(iconised)

– small representation fi
many accessible windows
• icons can be many and various

– highly stylized
– realistic representations.
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

28
Pointers
• important component

– WIMP style relies on
pointing and selecting
things
• uses mouse, track pad, joystick,
trackball, cursor keys or
keyboard shortcuts
• wide variety of graphical images
• Relies on learnability and then
cognition
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

29
Kinds of Menus
• Menu Bar at top of screen (normally), menu drags down

– pull-down menu - mouse hold and drag down
menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!

• Contextual menu appears where you are

– pop-up menus - actions for selected object
– pie menus - arranged in a circle
• easier to select item (larger target area)
• quicker (same distance to any option)
… but not widely used!

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

30
Menus extras
• Cascading menus

– hierarchical menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators

– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter

usually different !!!
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

31
Menus design issues
• which kind to use
• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators/short keys

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

32
Buttons
• individual and isolated regions within a display
that can be selected to invoke an action

• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

33
Toolbars
• long lines of icons …
… but what do they do?
• fast access to common actions

• often customizable:

– choose which toolbars to see
– choose what options are on it

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

34
Dialogue boxes
• information windows that pop up to inform of an important event
or request information.

e.g: when saving a file, a dialogue box is displayed to
allow the user to specify the filename and location.
Once the file is saved, the box disappears.

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

35
Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Tugas Diskusi Kelompok
• Diskusikan dengan teman kelompok anda, tentang
bagaimana posisi menggunakan peralatan berikut
yang aman dan nyaman ditinjau dari kelompok
pengguna berdasarkan fakta referensi yang anda
peroleh !!!
– Tablet
– Notebook
– Telepon Seluler

• Kerjakan dalam format powerpoint

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK
Tugas Minggu Depan
• Cari referensi tentang prototype teknologi
antarmuka masa depan minimal 3 contoh
disertai dengan video demo dan cara kerja
secara singkat penggunaan teknologi tersebut!!!
• Kerjakan dalam format Power Point !!!

Interaksi Manusia dan
Komputer
Mata Kuliah Wajib PTIIK

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Imk pertemuan-4

  • 1. Interaction Interaksi Manusia dan Komputer TAHUN AJARAN 2013/2014 | SEMESTER GANJIL Dosen : Denny Sagita R., S.Kom., M.Kom Asisten : Fahmi Indrajaya
  • 2. Learning Outcomes At the end of this lecture, you should be able to: • Describe interaction • Describe different interaction from different frameworks • Discuss how ergonomics play roles in ensuring successful interactions • Discuss different styles humans interact with computers Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 2
  • 3. The Interaction Dix (2002) looks at interactions in 3 ways: 1. interaction models – translations of what happen between user and system 2. ergonomics - physical characteristics of interaction 3. interaction styles - the nature of user/system dialog Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 3
  • 4. The Interaction Framework |Donald Norman’s • Seven stages 1. 2. 3. 4. 5. 6. 7. 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 Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 4
  • 5. The Interaction Framework |Donald Norman’s • Focus is on user’s view of the interface • Gulf of execution and Gulf of evaluation – good interface design strives to avoid these Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 5
  • 6. Donald Norman’s execution/evaluation loop 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 Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 6
  • 7. Donald Norman’s execution/evaluation loop 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 Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 7
  • 8. Donald Norman’s execution/evaluation loop 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 Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 8
  • 9. The Interaction Framework Abowd and Beale’s • Interaction framework is divided into 4 parts 1. 2. 3. 4. User Input System Output Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 9
  • 10. The Interaction Framework Abowd and Beale’s • The User is able to communicate with the system via the Input. This action is known as articulation or the process of describing your request in the form of a "task language". • The Input then runs System command in a performance process. The process is ran in "core language" and then returned to the user in a presentation phase. • The User then resumes responsibility through observation or simply the act of formulating new goals. Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 10
  • 11. Ergonomics • Physical aspects of interfaces • Study of the physical characteristics of interaction • Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems – to suit the environments/users Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 11
  • 12. Ergonomics - examples • arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially (mapping) • surrounding environment e.g. seating arrangements adaptable to cope with all sizes of user (movie theatre) • health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise • use of colour e.g. use of red for warning, green for okay, awareness of colour-blindness etc. Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 12
  • 18. Common interaction styles • • • • • • • command line interface menus natural language question/answer and query dialogue form-fills and spreadsheets WIMP three–dimensional interfaces Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 18
  • 19. Command line interface • Way of expressing instructions to the computer directly – function keys, single characters, short abbreviations, whole words, or a combination • • • • suitable for repetitive tasks better for expert users than novices offers direct access to system functionality command names/abbreviations should be meaningful! Typical example: the Unix system, DOS prompts Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 19
  • 20. Menus • Set of options displayed on the screen • Options visible – less recall - easier to use, use of images/icons to help – rely on recognition so names should be meaningful to reflect the tasks to be executed • Selection by: – numbers, letters, arrow keys, mouse – combination (e.g. mouse plus accelerators) • Often options hierarchically grouped – sensible grouping is needed Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 20
  • 21. Natural language • Familiar to user • speech recognition or typed natural language • Problems – vague – ambiguous – hard to do well! Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 21
  • 22. Query interfaces • Question/answer interfaces – user led through interaction via series of questions – suitable for novice users but restricted functionality – often used in information systems • Query languages (e.g. SQL) – used to retrieve information from database – requires understanding of database structure and language syntax, hence requires some expertise Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 22
  • 23. Form-fills • Primarily for data entry or data retrieval • Screen like paper form • Data put in relevant place • Requires – good design – Sequential/suitable information structure – obvious correction facilities Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 23
  • 24. Spreadsheets • first spreadsheet VISICALC, followed by Lotus 1-2-3. • MS Excel most common today • Sophisticated variation of form-filling. – grid of cells contain a value or a formula – formula can involve values of other cells e.g. sum of all cells in this column – user can enter and alter data spreadsheet maintains consistency Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 24
  • 25. Three dimensional interfaces • virtual reality • ‘ordinary’ window systems – highlighting – visual affordance – indiscriminate use just confusing! • 3D workspaces – use for extra virtual space – light and occlusion give depth – distance effects flat buttons … click me! … or sculptured Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 25
  • 26. WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus! default style for majority of interactive computer systems, especially PCs and desktop machines Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 26
  • 27. Windows • Areas of the screen that behave as if they were independent – can contain text or graphics – can be moved or resized – can overlap and obscure each other, or can be laid out next to one another (tiled) • scrollbars – allow the user to move the contents of the window up and down or from side to side • title bars – describe the name of the window Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 27
  • 28. Icons • small picture or image • represents some objects in the interface – often a window or action • windows can be closed down (iconised) – small representation fi many accessible windows • icons can be many and various – highly stylized – realistic representations. Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 28
  • 29. Pointers • important component – WIMP style relies on pointing and selecting things • uses mouse, track pad, joystick, trackball, cursor keys or keyboard shortcuts • wide variety of graphical images • Relies on learnability and then cognition Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 29
  • 30. Kinds of Menus • Menu Bar at top of screen (normally), menu drags down – pull-down menu - mouse hold and drag down menu – drop-down menu - mouse click reveals menu – fall-down menus - mouse just moves over bar! • Contextual menu appears where you are – pop-up menus - actions for selected object – pie menus - arranged in a circle • easier to select item (larger target area) • quicker (same distance to any option) … but not widely used! Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 30
  • 31. Menus extras • Cascading menus – hierarchical menu structure – menu selection opens new menu – and so in ad infinitum • Keyboard accelerators – key combinations - same effect as menu item – two kinds • active when menu open – usually first letter • active when menu closed – usually Ctrl + letter usually different !!! Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 31
  • 32. Menus design issues • which kind to use • what to include in menus at all • words to use (action or description) • how to group items • choice of keyboard accelerators/short keys Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 32
  • 33. Buttons • individual and isolated regions within a display that can be selected to invoke an action • Special kinds – radio buttons – set of mutually exclusive choices – check boxes – set of non-exclusive choices Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 33
  • 34. Toolbars • long lines of icons … … but what do they do? • fast access to common actions • often customizable: – choose which toolbars to see – choose what options are on it Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 34
  • 35. Dialogue boxes • information windows that pop up to inform of an important event or request information. e.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears. Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK 35
  • 37. Tugas Diskusi Kelompok • Diskusikan dengan teman kelompok anda, tentang bagaimana posisi menggunakan peralatan berikut yang aman dan nyaman ditinjau dari kelompok pengguna berdasarkan fakta referensi yang anda peroleh !!! – Tablet – Notebook – Telepon Seluler • Kerjakan dalam format powerpoint Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK
  • 38. Tugas Minggu Depan • Cari referensi tentang prototype teknologi antarmuka masa depan minimal 3 contoh disertai dengan video demo dan cara kerja secara singkat penggunaan teknologi tersebut!!! • Kerjakan dalam format Power Point !!! Interaksi Manusia dan Komputer Mata Kuliah Wajib PTIIK