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Interaksi

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30 views53 pages

Interaksi

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adhiba alya
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Endah Purwanti, S.Si, M.

Kom
Sistem Informasi FST Unair
2014
 Model Interaksi membantu memahami apa yang sedang terjadi pada
manusia dengan komputer.
 Model interaksi menjembatani antara kebutuhan manusia dan
kemampuan sistem
 ergonomi melihat karakteristik fisik interaksi dan bagaimana hal ini
mempengaruhi efektivitas
 Dialog antara user dan sistem dipengaruhi oleh model dari antarmuka
 Tujuan dari sistem interaktif adalah membantu user mencapai tujuan (goals) dari
beberapa domain aplikasi
 Domain mendefinisikan bidang keahlian dan pengetahuan pada aktivitas dunia
nyata
▪ Contoh domain : desain grafis, otorisasi dan kontrol proses pada pabrik
▪ Sebuah domain terdiri dari beberapa konsep yang menunjukkan aspek-aspek penting
▪ Misal dalam domain desain grafis, konsep penting diantaranya adalah bentuk-bentuk
geometris, area untuk menggambar (kanvas), dan perangkat untuk menggambar

 Task adalah operasi-operasi untuk memanipulasi konsep pada domain


 Sebuah goal adalah output yang diinginkan dari perilaku task
▪ Contoh: sebuah task dalam domain desain grafis adalah konstruksi bentuk spesifik geometrik
dengan atribut tertentu pada area gambar
▪ Goal-nya adalah menghasilkan bentuk segitiga merah solid ditengah-tengah kanvas

 Intention adalah perilaku spesifik yang diminta untuk menghasilkan tujuan


 Task analisis meliputi identifikasi ruang
lingkup permasalahan untuk user dari sistem
interaktif dalam batasan domain, goals,
intention dan task
 Kita dapat menggunakan pengetahuan dari
task dan goals untuk menilai sistem interaktif
yang didesain untuk mendukungnya
 Interaksi : Komunikasi antara user dan sistem

 Siklus interaksi: execution dan evaluation

 User a plan of action → executed at the computer


interface → user observes the computer interface to
evaluate the result of the executed plan →
mendefinisikan langkah/aksi selanjutnya
 The stages in Norman’s model of interaction
1. Establishing the goal
2. Forming the intention
3. Specifying the action sequence
4. Executing the action
5. Perceiving the system stage
6. Interpreting the system stage
7. Evaluating the system stage with respect to the
goals and intentions
 Contoh sederhana: switching on a light
 Keadaan awal: you are sitting reading as evening falls
 Umpamakan: you need more light
 Establish the goal: get more light
 Form an intention: switch on the desk lamp
▪ Dari situ kamu dapat mendefinisikan aksi yang dibutuhkan, untuk menuju ke saklar lampu dan
menyalakannya
▪ Intention bisa berbeda-beda, misal jika ada orang lain maka bisa menyuruh menyalakan
▪ Tujuannya sama tapi niatnya bisa berbeda-beda ☺
 Spycifying the action:
▪ Berdiri dan menyalakan lampu
▪ Jika ada orang lain, minta tolong menyalakan
 Executing the action:
 Perceiving the system state: nyala atau tidak (diketahui dengan adanya cahaya),
jika tidak menyala berarti ada masalah dengan lampu (saklar/bola lampunya)
 Formulate new goals to deals with this condition
 Jika lampu telah menyala maka siklus dinyatakan lengkap/complete
 Berhubungan dengan karakteristik fisik dari interaksi
▪ Bagaimana controls (tombol-tombol) di desain
▪ Lingkungan fisik dimana interaksi terjadi
▪ Layout dan kualitas dari screen

 Fokus utama: performa user dan bagaimana


antarmuka dapat meningkatkan performa tersebut

 Menyangkut psikologi manusia dan batasan sistem


1. Arrangement of controls and display
▪ Functional: controls and displays are organized so that those
that are functionally related are placed together
▪ Sequential: controls and displays are organized to reflect the
order of their use in a typical interaction
▪ 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. The physical environment of the interaction


▪ Where will the system be used? By whom will it be used? Will
users be sitting, standing or moving about?
3. Health issues
4. The use of color
3. Health issues
▪ Physical position: users should be able to reach all
controls comfortably and see all display
▪ Temperature
▪ Lighting: depend on the work environment
▪ Noise
▪ Time: the time users spend using the system should also
be controlled

4. The use of color


User-computer dialogs
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interfaces
 A CLI (command line interface) is a user interface to a
computer's operating system or an application in which the
user responds to a visual prompt by typing in a command on
a specified line, receives a response back from the system,
and then enters another command, and so forth
 Examples
▪ Operating systems
▪ MS-DOS
▪ Unix
▪ Applications
▪ ftp
▪ telnet
 Features
▪ This was the first interaction style
▪ Still widely used
▪ Provides a means to express commands to a
computer directly
▪ May use function keys, single characters,
appreviations, or whole-word commands
▪ Only interaction style available in some situations,
such as remote access (e.g., telnet)
 Advantages
▪ Direct access to system functionality
▪ Flexibility through options or parameters that
modify behaviour of commands
▪ Useful for repetitive tasks
▪ Good for expert users
 Disadvantages
▪ Arcane syntax difficult for novices
▪ Options difficult to remember
Advantages Disadvantages
If the user knows the correct commands then For someone who has never used a CLI, it can
this type of interface can be much faster than be very confusing
any other type of interface
This type of interface needs much less Commands have to be typed precisely. If there
memory (RAM) in order to use it than other is a spelling error the command will fail
user interfaces
This type of interface does not use as much If you mis-type an instruction, it is often
CPU processing time as others necessary to start from scratch again
A low resolution, cheaper monitor can be used There are a large number of commands which
with this type of interface need to be learned - in the case of Unix it can
be hundreds
A CLI does not require Windows to run You can't just guess what the instruction might
be and you can't just 'have a go'.
 Commands should use vocabulary of the user,
not of the technician or system
 Consistency from one command to the next
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 Features
▪ Options available displayed on the screen
▪ Used on text-based and GUI-based systems
▪ On text-based systems, options may be numbered
▪ Shortcuts/accelerators possible
▪ Just type the first letter or a unique letter of a command
▪ Use TAB or arrow keys to navigate menu options
 Advantages
▪ Since options are visible, they are less demanding on
the user
▪ Relies on recognition, rather than on recall
Advantages Disadvantages
Extremely easy to use. Someone who has A poorly designed menu interface may be slow
never seen the interface before can work out to use
what to do
There are no commands to learn or remember It can be irritating if there are too many menu
screens to work through - users get annoyed or
bored if it takes too long
Step-by-step options are given so that the user You often can't go to the exact place you want
doesn't have to remember anything right at the start. You have to work your way
through the menu screens even if you know
where you want to get to.
Even if you don't know what to do, you can The menu can take up a large part of the
usually guess your way round the options screen so you have to keep flicking back and
forwards between applications
Menu interfaces don't have to be visual, they If the menu is poorly designed it might be hard
can be spoken - good for telephones or for to read e.g. writing is too small for people with
visually impaired people poor sight, colours might clash and be difficult
to read, font style might be hard to read.
They don't need huge amounts of processing
power or memory
It is fairly easy for the software programmer to
create the same menus in different languages
 Make menu options meaningful in the user’s
language
 Logically group similar options to aid recognition
 User hierarchical organization where appropriate
(viz. submenus)
 Use task semantics to organize menus (single, linier, tree, cyclic, acyclic)
 Prefer broad-shallow to narrow-deep
 Show position by graphics, numbers or titles
 Use items as titles for subtree
 Group items meaningfully
 Sequence items meaningfully
 Use brief items, begin with the keyword
 Use consistent grammar, layout, and terminology
 Allow type ahead, jump ahead, or other shortcut
 Enable jumps to previous and main menu
 Consider online help, novel selection mechanisms, and optimal response
time, display rate and screen size
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 Very attractive mode of interaction (at least
at first glance)
 Scenario: the user cannot remember a
command or is lost in a hierarchy of menus
 The cure: natural language understanding
 Forms: speech, written input
 Subject of considerable interest and research
 Parsing language is very difficult
▪ E.g., “the man hit the boy with the stick” Who has the stick?
 Words are vague or ambiguous
▪ E.g., “exit” vs “close” Are they the same?
 Homonyms exacerbate speech input
▪ E.g., “caret” vs “carrot” (same sound, different meaning)
 Spelling errors and/or variations exacerbate written
input
▪ E.g., “disk” vs “disc”, “color” vs “colour”, “center” vs “centre”
 Synonyms exacerbate written and speech input
▪ E.g., “automobile” vs “car” (same meaning, different spelling)
 Converting audio speech to machine-readable text is
very difficult!
Advantages Disadvantages
The user does not need to be trained in Reliability remains an issue - the interface
how to use the interface can only respond to commands that have
been programmed
More flexibility than a dialogue interface Highly complex to program and so only
warrants this kind of interface where
other types of interface are unsuitable
Suitable for physically handicapped Not widely available as other forms of
people interface are often superior
A voice interface might need training in
order to get the software to recognise
what the user is saying
 Relatively successful in restriced domains
(but, is this natural language?)
 User must learn phrases that are (and are not)
understood
 But… Language is, by it’s very nature, vague
and imprecise, and this promotes flexibility
and creativity
 Computers require precise language
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 Simple medium to provide input to an application
 User is asked a series of questions
 Mainly with yes/no responses or multiple choices
 Constraining answers means input is always
“parsable” by the application
 Easy to learn
 Limited in functionality
 Relaxing constraints means bogus input is possible
▪ E.g., What is your name? (Response: buzz off)
 Appropriate for restricted domains
 Used to constuct queries for databases
 Appear to use natural language phrases
▪ SQL example…
SELECT Students.LastName, Students.FirstName, Students.Faculty
FROM Students
WHERE (((Students.Faculty)="arts"));

▪ But, in fact, specific syntax is required (as well as


knowledge of database)
 Knowledge of boolean operators required
 Not well-suited for novices
 Distinction is sometimes blurred
 What appears as a natural language interface
may simply be a front for a query system
 E.g., MS Word
 Question parsed into
keywords to form
query
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 Used primarily for data entry
 Can also be used for data retrieval
 User is presented with a display resembling a
paper form (often based on actual form)
 User already familiar with actual form (aides
memory)
 Easy movement from field to field
 Some fields optional
 Require correction facility (because users
change their mind or make a mistake with
data previously entered)
 Good for novice users or expert users
 Can be used as sophisticated forms
 Grid of cells
 Cells have formulae (e.g., the total for a row or
column)
 Data may be added in any order
 System maintains consistency and updates values
immediately
 User can manipulate values and observe effects
 Blurrs distinction between input and output
 Attractive medium for forms
= Qty * Unit Price
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 WIMP = windows, icons, menus, pointers
 Currently the most common environment for
interactive computing
 Examples Microsoft Windows 98, Windows
NT, Apple MacOS, X-Windows (for unix),
Motif (for unix)
 X-Windows “on top of” UNIX mixes the old with the
new
 Old systems are often called legacy systems
 Legacy systems are very hard to replace or update,
due to investment and momentum
 Adage: If it ain’t broke, don’t fix it!
 The old: command-line interaction
 The new: WIMP
 E.g., command-line interaction in a window
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interaces
 In multimedia systems (e.g., web browsers), most
interactions require only a single click of a mouse
button
 Closely related to WIMP (i.e., buttons are also used
in WIMP interfaces)
 Point-and-click philosophy is simpler
 Closely related to hypertext idea
 Not limited to mouse
 Also use for touch screen, such as information
kiosks
 Popularized by WWW pages
 Command-line interfaces
 Menus
 Natural Language
 Question/answer and query dialog
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three-dimensional interfaces
 Increasing use of 3D in user interfaces
 Most obvious example is virtual reality
 Simplest example is 3D appearance for WIMP
elements, raised buttons
 Appearance of being sculped out of stone
with light source to the upper-left/right

Press me Press me
 Indiscriminate use of sculpted effects (e.g.,
on text, borders, menus) reduces sense of
differentiation
 3D also used for more complex workspaces
 Objects may be flat, but are displayed with
perspective
 Shrink when farther away
 3D workspaces pose serious interaction
problems
 Not for novices
 Output appears in 3D, but input is still the
keyboard and mouse
 Problems in navigation, object manipulation,
scene manipulation
 Systems tend to be highly moded
 Must think about degrees of freedom

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