Wednesday, December 11, 2013

Guidelines, Principles and Theories

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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