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Human – Computer
Interaction
Hurriyatul Fitriyah [hfitriyah@ub.ac.id]

Computer System
Information Technology & Computer Science Program
1. Pengantar Kuliah HCI
1.
2.

tujuan

Mahasiswa dapat memahami peran, teori dan kerangka kerja
Interaksi Manusia dan Komputer.
Mahasiswa mengetahui bagaimana cara mengumpulkan dan
memperhatikan kebutuhan pengguna dan menganalisis apa yang
terlibat dalam proses desain interaksi.

3.

Mahasiswa dapat memahami perbedaan desain antarmuka yang
baik dan yang buruk berdasarkan prinsip-prinsip desain ditinjau dari
segi kegunaan dan pengalaman pengguna.

4.

Mahasiswa dapat menerapkan berbagai teknik desain interaksi.

5.

Mahasiswa dapat menganalisis dan mengkritik untuk mengevaluasi
kegunaan dan efektivitas berbagai interface, sistem, dan device
interaksi.

Kuliah HCI
 Pemahaman mahasiswa terhadap topik bahasan yang ditunjukkan
melalui proses dan hasil pengerjaan tugas berbasis proyek

Sistem
Evaluasi
Penilaian

 Pemahaman mahasiswa terhadap ketercapaian tujuan
pembelajaran yang ditunjukkan dari hasil kerja mandiri
 Pemahaman mahasiswa terhadap topik bahasan yang ditunjukkan
dari skor perolehannya dalam ujian baik kuis, ujian tengah
semester atau ujian akhis semester
 Keaktifan: 15%

P

rosentase

enilaian

 Tugas/ Quiz: 20%
 UTS: 30%

 UAS/ Proyek Akhir: 35%
 Informasi tugas, pengumpulan tugas dan perubahan jadwal kuliah
disampaikan kepada ketua kelas

Kuliah

Kontrak

 Jika dosen terlambat 30 menit, maka mahasiswa diperkenankan
meninggalkan kelas
 Mahasiswa yang terlambat ≤30 menit diperkenankan mengikuti
kelas (tidak perlu ijin, langsung masuk dan duduk tenang)
 Ponsel dalam kondisi silent mode
1.
2.

Manusia (The Human)

3.

Komputer (The Computer)

4.

Materi HCI
Kuliah

Pengantar Kuliah (Introduction)

Interaksi (The Interaction)

5.

Paradigma-paradigma Interaksi (Interaction Paradigms)

6.

Design Interaksi (Interaction Design)

7.

IMK dalam Proses Perangkat Lunak (HCI in Software Processing)

8.

Task Analysis and User Support

9.

Implementasi Support & Evaluation Technique
1.

pustaka

Alan Dix, Janet Finlay. Gregory D.
Abowd, Russel Beale, “HumanComputer Interaction”, Pearson
Prentice Hall, Essex: 2004

2.

Donald A. Norman, “The Design of
Everyday Things”, Basic Books, US:
2002
2. Introduction to HCI
What is

HCI

?

 Human-computer interaction is a discipline concerned with the
design, evaluation and implementation of interactive
computing systems for human use and with the study of major
phenomena surrounding them
ACM SIGCHI curricula for human computer interaction
Computer

&

Human

 From government, military, scientist, company, to a local seller and
even our grand mother use a computer (or what people used to name
it a machine) as their live-support
 Computer not just desktop, it can be in the form of a spacecraft
cockpit, control system in factory, to an embedded system planted in
your grand mother washing machine
 Human (user) is not necessarily a single person, it can be a group of
distributed users, or sequence of users in production line
 The computer is ordered by user to excecute a task
 As a computer system (hardware or software) designer, you need
to sell your product, right? You sell it to people -the user
 Users choose to buy/use a user-friendly computer system design,
not just usable
 User-friendly criteria:

Why Bother
the

Interaction?

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

Suitable for completing the instructed task
Easy-to-use and remember, moreover, adaptable to user’s
knowledge and experience
Show understandable visual feedback upon control functioning
Come natural to human understanding
Conform the ergonomics principle
Present enjoyable experience

• Bad design cost lives, money & time
Design –Test Analyze
User Research
Involve users to get their insight
d.tools:
Enabling rapid
prototyping
for physical
interaction
design
 http://hci.stanford.edu/research/dtools/
1.
2.

Ergonomics: for the user’s physical capabilities

3.

The

psychology and cognitive science: to give her knowledge of
the user’s perceptual, cognitive and problem-solving skills
Sociology: to help her understand the wider context of the
interaction

Computer System

Designer

4. Computer science and engineering: to be able to build the
necessary technology (artificial intelligence,

5.

Must Mind

multi-disciplinary subjects

Business: to be able to market it

6. Graphic design: to produce an effective interface presentation
7.

Technical writing: to produce the manuals

8.

And the list goes on
Wisnu fajar (Siskom-A)
0852 4758 6470

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Hci [1]introduction

  • 1. Human – Computer Interaction Hurriyatul Fitriyah [hfitriyah@ub.ac.id] Computer System Information Technology & Computer Science Program
  • 3. 1. 2. tujuan Mahasiswa dapat memahami peran, teori dan kerangka kerja Interaksi Manusia dan Komputer. Mahasiswa mengetahui bagaimana cara mengumpulkan dan memperhatikan kebutuhan pengguna dan menganalisis apa yang terlibat dalam proses desain interaksi. 3. Mahasiswa dapat memahami perbedaan desain antarmuka yang baik dan yang buruk berdasarkan prinsip-prinsip desain ditinjau dari segi kegunaan dan pengalaman pengguna. 4. Mahasiswa dapat menerapkan berbagai teknik desain interaksi. 5. Mahasiswa dapat menganalisis dan mengkritik untuk mengevaluasi kegunaan dan efektivitas berbagai interface, sistem, dan device interaksi. Kuliah HCI
  • 4.  Pemahaman mahasiswa terhadap topik bahasan yang ditunjukkan melalui proses dan hasil pengerjaan tugas berbasis proyek Sistem Evaluasi Penilaian  Pemahaman mahasiswa terhadap ketercapaian tujuan pembelajaran yang ditunjukkan dari hasil kerja mandiri  Pemahaman mahasiswa terhadap topik bahasan yang ditunjukkan dari skor perolehannya dalam ujian baik kuis, ujian tengah semester atau ujian akhis semester
  • 5.  Keaktifan: 15% P rosentase enilaian  Tugas/ Quiz: 20%  UTS: 30%  UAS/ Proyek Akhir: 35%
  • 6.  Informasi tugas, pengumpulan tugas dan perubahan jadwal kuliah disampaikan kepada ketua kelas Kuliah Kontrak  Jika dosen terlambat 30 menit, maka mahasiswa diperkenankan meninggalkan kelas  Mahasiswa yang terlambat ≤30 menit diperkenankan mengikuti kelas (tidak perlu ijin, langsung masuk dan duduk tenang)  Ponsel dalam kondisi silent mode
  • 7. 1. 2. Manusia (The Human) 3. Komputer (The Computer) 4. Materi HCI Kuliah Pengantar Kuliah (Introduction) Interaksi (The Interaction) 5. Paradigma-paradigma Interaksi (Interaction Paradigms) 6. Design Interaksi (Interaction Design) 7. IMK dalam Proses Perangkat Lunak (HCI in Software Processing) 8. Task Analysis and User Support 9. Implementasi Support & Evaluation Technique
  • 8. 1. pustaka Alan Dix, Janet Finlay. Gregory D. Abowd, Russel Beale, “HumanComputer Interaction”, Pearson Prentice Hall, Essex: 2004 2. Donald A. Norman, “The Design of Everyday Things”, Basic Books, US: 2002
  • 10. What is HCI ?  Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them ACM SIGCHI curricula for human computer interaction
  • 11. Computer & Human  From government, military, scientist, company, to a local seller and even our grand mother use a computer (or what people used to name it a machine) as their live-support  Computer not just desktop, it can be in the form of a spacecraft cockpit, control system in factory, to an embedded system planted in your grand mother washing machine  Human (user) is not necessarily a single person, it can be a group of distributed users, or sequence of users in production line  The computer is ordered by user to excecute a task
  • 12.  As a computer system (hardware or software) designer, you need to sell your product, right? You sell it to people -the user  Users choose to buy/use a user-friendly computer system design, not just usable  User-friendly criteria: Why Bother the Interaction? 1. 2. 3. 4. 5. 6. Suitable for completing the instructed task Easy-to-use and remember, moreover, adaptable to user’s knowledge and experience Show understandable visual feedback upon control functioning Come natural to human understanding Conform the ergonomics principle Present enjoyable experience • Bad design cost lives, money & time
  • 14. User Research Involve users to get their insight
  • 15. d.tools: Enabling rapid prototyping for physical interaction design  http://hci.stanford.edu/research/dtools/
  • 16. 1. 2. Ergonomics: for the user’s physical capabilities 3. The psychology and cognitive science: to give her knowledge of the user’s perceptual, cognitive and problem-solving skills Sociology: to help her understand the wider context of the interaction Computer System Designer 4. Computer science and engineering: to be able to build the necessary technology (artificial intelligence, 5. Must Mind multi-disciplinary subjects Business: to be able to market it 6. Graphic design: to produce an effective interface presentation 7. Technical writing: to produce the manuals 8. And the list goes on