Transcript Slide 1
Human-computer interaction (HCI) is the study of interaction
between people (users) and computers. It is an
interdisciplinary subject, relating computer science with many
other fields of study and research. Interaction between users
and computers occurs at the user interface (or simply
interface), which includes both hardware (i.e. peripherals and
other hardware) and software (for example determining
which, and how, information is presented to the user on a
screen).
A. ASPEK INTERDISIPLINER
Aesthetic, Antropology, Artificial Intelligence, Cognitive science, Design,
Ergonomics, Human factors, Library and Information Sciences,
Psychology, Social psychology dan Sociology
B. TUJUAN
A basic goal of HCI is to improve interaction between user and
computers, by making computers more user-friendly and easier to use.
More broadly, HCI is also concerned with
• methodologies and processes for designing interfaces
• techniques for evaluating and comparing interfaces
• developing new interfaces and interaction techniques
• developing descriptive and predictive models and theories of interaction
A long term goal of HCI is to design computers that can be exploited to
their fullest potential as instruments that enhance human creativity,
liberate the human mind, and improve communication and cooperation
between humans (see CSCW).
A user in computing context is one who uses a computer system. To use it,
they have an account, and a user name, and peruse the user interface.
A computer is a device or machine for making calculations or controlling
operations that are expressible in numerical or logical terms. Computers
are made from components that perform simple well-defined functions.
The complex interactions of these components endow computers with the
ability to process information. If correctly configured (usually by
programming) a computer can be made to represent some aspect of a
problem or part of a system.
Usability is a term used to denote the ease with which people can employ
a particular tool or other human-made object in order to achieve a
particular goal. Usability can also refer to the methods of measuring
usability and the study of the principles behind an object's perceived
efficiency or elegance.
Usability is the degree to which the design of a particular user
interface takes into account the human psychology and physiology of
the users, and makes the process of using the system effective,
efficient and satisfying.
Kaitan dengan
a. mental model,
b. human action cycle,
c. usability testing
A mental model is an
explanation in someone's
thought process for how
something works in the real
world. It is a kind of internal
symbol or representation of
external reality, hypothesised to
play a major part in cognition.
The human action cycle is a psychological model which describes the steps
humans take when they interact with computer systems
The three stages of the human action cycle (goal formation, execution and
evaluation). The model is divided into three stages of seven steps in total, and is
(approximately) as follows:
Goal formation stage
1. Goal formation.
Execution stage
2. Translation of goals into a set of (unordered) tasks required to achieve the goal.
3. Sequencing the tasks to create the action sequence.
4. Executing the action sequence.
Evaluation stage
5. Perceiving the results after having executed the action sequence.
6. Interpreting the actual outcomes based on the expected outcomes.
7. Comparing what happened with what the user wished to happen.
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Time on Task -- How long does it take people to complete basic tasks? (For
example, find something to buy, create a new account, and order the item.)
Accuracy -- How many mistakes did people make? (And were they fatal or
recoverable with the right information?)
Recall -- How much does the person remember afterwards?
Emotional Response -- How does the person feel about the tasks
completed? (Confident? Stressed? Would the user recommend this system to
a friend?)
Usability is a part of usefulness and is composed of:
•Learnability
•Efficiency of use
•Memorability
•Few and noncatastrophic errors
•Subjective satisfaction
Usability includes considerations such as:
•Who are the users, what do they know, and what can they learn?
•What do users want or need to do?
•What is the general background of the users?
•What is the context in which the user is working?
•What has to be left to the machine? What to the user?
Answers to these can be obtained by conducting user
and task analysis at the start of the project and by
user-focused requirements analysis, building user
profiles, and usability testing.
Aesthetic, Antropology, Artificial Intelligence, Cognitive science,
Design, Ergonomics, Human factors, Library and Information Sciences,
Psychology, Social psychology dan Sociology
• Modern AI is concerned with producing useful machines to automate human
tasks requiring intelligent behavior.
• Cognitive Science is the scientific study of the mind and brain and how they
give rise to behavior.
• Ergonomics (or human factors) is the scientific discipline concerned with
the understanding of interactions among humans and other elements of a
system, and contribute to the design and evaluation of tasks, jobs, products,
environments and systems in order to make them compatible with the
needs, abilities and limitations of people (IEA, 2000).
• Human factors is an umbrella term for several areas of research that include
human performance, technology, design, and human-computer interaction. It
is a profession that focuses on how people interact with products, tools,
procedures, & any processes likely to be encountered in the modern world.
• Psychology does not necessarily refer to the brain or nervous system and
can be framed purely in terms of phenomenological or information
processing theories of mind. Increasingly, though, an understanding of brain
function is being included in psychological theory and practice, particularly in
areas such as artificial intelligence, neuropsychology, and cognitive
neuroscience.
• Social psychology is the study of the nature and causes of human social
behavior, with an emphasis on how people think towards each other and
how they relate to each other. As the mind is the axis around which social
behavior pivots, social psychologists tend to study the relationship between
mind(s) and social behaviors..
HCI vs CHI. The acronym CHI (pronounced kai), for computer-human
interaction, now refer to their field of study as HCI (pronounced as an
initialism), which perhaps rose in popularity partly because of the
notion that the human, and the human's needs and time, should be
considered first, and are more important than the machine's. The field
of human-centered computing has emerged as an even more
pronounced focus on understanding human beings as actors within
socio-technical systems.
Usability vs Usefulness. Design methodologies in HCI aim to create
user interfaces that are usable, i.e. that can be operated with ease and
efficiency. However, an even more basic requirement is that the user
interface be useful, i.e. that it allow the user to complete relevant
tasks.
Intuitive and Natural. Software products are often touted by
marketeers as being "intuitive" and "natural" to use, often simply
because they have a graphical user interface.
Data Density and Information Absorption. The rapid growth in the
density of computer screen real estate has created an opportunity to
accelerate "information absorption" to much higher levels. Interfaces
such as virtual reality will give further growth the potential density of
information presented.
USER INTERFACE
The user interface is the aggregate of means by which people
(the users) interact with a particular machine, device, computer
program or other complex tool (the system). The user interface
provides means of:
A. Input, allowing the users to control the system
B Output, allowing the system to inform the users (also referred
to as feedback)
The term computer supported cooperative work (CSCW) "how
collaborative activities and their coordination can be supported by
means of computer systems."
Groupware are synonyms. Ellis (1993) defines groupware as
"computer-based systems that support groups of people engaged in
a common task (or goal) and that provide an interface to a shared
environment." On the other hand, different authors claim that while
groupware refers to real computer-based systems, CSCW focuses
on the study of tools and techniques of groupware as well as their
psychological, social, and organizational effects.
CSCW Support different time and place. == A lot of confusion in the
field of CSCW raises from the different interpretations of the terms
collaboration and cooperation.
The concept of cooperation is often used in relation to the concepts
of coordination and communication.
Examples : Videoconferencing, Messaging (Instant messaging, Email)
Untuk mewujudkan konsepsi komputer sebagai pengolah data untuk
menghasilkan suatu informasi, maka diperlukan sistem komputer
(computer system) yang elemennya terdiri dari hardware, software
dan brainware. Ketiga elemen sistem komputer tersebut harus
saling berhubungan dan membentuk kesatuan. Hardware tidak akan
berfungsi apabila tanpa software, demikian juga sebaliknya. Dan
keduanya tiada bermanfaat apabila tidak ada manusia (brainware)
yang mengoperasikan dan mengendalikannya.
A. Hardware atau Perangkat Keras: peralatan yang secara
fisik terlihat dan bisa djamah.
B. Software atau Perangkat Lunak: program yang berisi
instruksi/perintah untuk melakukan pengolahan data.
C. Brainware: manusia yang mengoperasikan dan
mengendalikan sistem komputer