Guidelines, Principles and Theories (Human Computer Interaction)
Didalam Interaksi
Manusia dan Komputer terdapat pedoman, prinsip dan teori yang telah
ada agar memudahkan kita untuk mengerti.
Guidelines (Pedoman)
1. Navigating the
interface
- Alternative Text
- Time-based media
- Distinguishable
- Predictable
2.Organizing the
display – Smith and Mosier (1986) offer 5 high-level goals
- Consistency of
data dispay
- Efficient
information assimilation by the user
- Minimal memory
load on the user
- Compatibility of
data display with data entry
- Flexibiity for
user control of data display
3. Getting the
user's attention
Pedoman detail
tentang beberapa tehnik untuk menarik perhatian user
- Intensity
- Marking
- Size
- Choice of fonts
- Inverse video
- Blinking
- Color
- Audio
Prinsip (Principles)
Menentukan
level kemampuan user
-
Mengetahui usernya
-
Umur , Jenis Kelamin, kemampuan fisik dan kognitiv , pendidikan,
budaya , latar belakang etnik, training , motivasi , tujuan dan
personality
-
Mendesign tujuan berbasis level kemampuan
- Novice of first time user
- Knowledgeable Intermitten users
- Expert frequent users
-
Desain Multi-layer
Identify
the tasks
-
Task analysis usually involve long hours observing and interviewing
users
-
Decomposition of high level tasks
-
Relative task frequencies
Choose
an interaction style
-
Direct manipulation
-
Menu selection
-
Form fillin
-
Command language
-
Natural language
8
Golden Rules of interface design (Shneiderman and Plaisant, 2010)
-
Strive for consistency
-
Cater to universal usability
-
Offer informative feedback
-
Design dialogs to yield closure
-
Prevent errors
-
Permit easy reversal of actions
-
Support internal locus of control
-
Reduce short term memory load
Prevent
erros
-
Make error message specific , positive in tone, and constructive
-
Mistake and slips
-
Correct actions
- Gray out inappropriate actions
- Selection rather than freestyle typing
- Automatic completion
Complete
sequences
- single abstract commands
- Macros and subroutines
Theories
Explanatory
and Predictive theories
-Explanatory
theories
- Observing behavior
- Describing activiy
- Conceiving of design
- Comparing high-level concepts of two designs
- Training
-
Predictive theories
Enable
designers to compare proposed designs for execution time of error
rates
-
Perceptual, Cognitive and Motor tasks
Perceptuan
or Cognitive subtask theories : Predicting reading times for free
text, lists ,or formatted displyas
Motor-task
performance times theories : Predicting keystroking or pointing times
-
Taxonomy (explanatory theory)
- Order on a complex set of phenomena
- Facilitate useful comparisons
- Organize a topic for newcomers
- Guide designers
- Indicate opportunities for novel products
Design
by levels (Foley and van Dam four-level approach
- Conceptual level, User's mental model of the interactive system
- Semantic level, Describes the meanings conveyed by the user's command input and by the computer's output display
- Syntatic level , Defines how the units (words) that they convey semantics are assembled into a complete sentence that instructs the computer to perform a certain task
- Lexical level, Deals with the device dependencies and with the precies mechanisms by which a user specifies the syntax
Norman's
seven stages of action (Stages of action models)
- Forming the goal
- Forming he intention
- Specifying the action
- Executing the action
- Perceiving the system state
- Interpreting the system state
- Evaluating the outcome
Consistency
Consistent
user interface goal
- Definition is elusive – multiple levels sometimes in conflict
- Sometimes advantageous to be incosistent
Consistent
|
Incosistent
A
|
Incosistent
B
|
delete/insert
character
|
Delete/insert
character
|
Delete/insert
chracter
|
delete/insert
word
|
Remove/bring
word
|
Remove/insert
word
|
delete/insert
line
|
Destroy/create
line
|
Delete/insert
line
|
Delete/insert
paragraph
|
Kill/birth
paragraph
|
Delete/insert
paragraph
|
Contextual
theories
User
actions are situated by time and place
- You may not have time to deal with shortcuts or device dependent syntax, such as on mobile devices, when hurried
- Physical space is important in ubiquitous, pervasive and embedded devices, e.g. a museum guide stating information about a nearby painting
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