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HCI DALAM PEMBELAJARAN MULTIMEDIA

Apa HCI itu?

HCI = Human Computer Interaction (IMK = Interaksi Manusia Komputer) Peran HCI adalah untuk meningkatkan kualitas interaksi antara manusia dan sistem komputer Terutama permasalahan yg dihadapi user ketika berinteraksi dg multiple channels of communication

Pertimbangan Praktis HCI dari Sistem Multimedia


1.

2.
3. 4. 5. 6. 7.

User Types and capabilities Mental Models Memory Navigation Training Ergonomics & environment Prototyping

1: User types

Four main types of user:


Novice

= pemula Casual = cukupan Experienced = berpengalaman Professional = ahli

The above will be included in one of the following:


Discretionary

(flexible=bebas memilih) Non-Discretionary (wajib = tidak bisa memilih)

2: Mental Models

Model mental adalah representasi konseptual dari seseorang guna memahami lingkungan (sistem). Contoh: bayangkan cara kerja telepon, cara gunakan solder. Model mental berisi model structural dan functional how it works knowing how to use it Model mental akan berkembang dengan sendirinya melalui interaksi (meski tidak akurat). Perlu desain interface dan feedback yg baik untuk membentuk model mental yang akurat.

3: Memory

Short-term working storage


Transient

store of temporary data Dont expect users to Rapid decay of information remember Half-life of about six seconds much for Limited (but variable) capacity
Retrieval

Long-term knowledge
of structured data Slower than working storage

long Dont expect users to remember things quickly

Gunakan Simbol (Metaphors)

Meaningless information is more difficult to remember gunakan contoh kehidupan sehari-hari Concepts are more difficult than objects to remember gunakan visual, animation Analogies, metaphors and icons are therefore better for to help explain the workings of a system Meaning is taken more quickly and is easier to maintain in memory

4: Navigation

Problems of spatial disorientation Assessing much information Distraction from goal directives Complexity in the interface

Solutions to assist navigation

Guided Tours
Useful

for learning specific topic Provide different tours for specialist interests Can leave tour at any point and then return later

History Lists
Text

and Graphics Use graphical miniatures rather than text names Keep cache of last few nodes permanently visible

Solutions to assist navigation

Book marks
smaller

and more manageable than history lists depends on user to specify need to be able to remove as well as add

Backtrack
not

always consistent should always be available should always be activated in same way

Solutions to assist navigation

Overview Diagrams
Global

and local overview Meta-navigation using viewports over parts of structure Different overviews
Nutrition

structured by vitamins, food source, disease

Landmark

nodes - Home, Topic menus

5: Training

Usability criteria:
how

long does it take to learn the speed of performance what is the rate of errors how easy is the recovery subjective satisfaction how much is remembered how much is unused

6: Ergonomics & environment

Health and safety requirements


Task

requirements Visual display Keyboard requirements Workstation layout and posture Lighting Room climate Noise Personal space

7: Prototyping

Interactive product design and construction is labour and time intensive So you cannot afford many mistakes Prototyping as an iterative approach can be useful in managing blocks of work User centred design approach

User Feedback & Design

Early or Late?
Early

user feedback gives you time to incorporate changes Late user feedback is more precise, since the product is nearly ready

Analytic or informal?
Analysis

of user feedback may be necessary Informal feedback may be all that is required

Design rules in use

Desain rule ini merupakan: principles for user interface design sebagaimana digunakan di industry The information is split into
Input/Output
Dialogue Conceptual

model

General

Input/Output

Minimise input movements Maximise input channels Be Visually attractive Use language carefully Maintain screen & key consistency Use a highly visual interface

Dialogue

Use of menus and prompts Context-dependent messages User control Natural response time

Conceptual model

Use of analogy, metaphor Match user expectations, minimise surprises Start with user model, not the developer model Make examples concrete Novice-expert path

General

Easy to use, "user friendly" Make it as simple as possible (but no simpler) Follow standards wherever applicable The key is to understand the users needs and the users types of conceptual models

Summary

Sangatlah penting dalam pengembangan pembelajaran berbasis multimedia (PBM) untuk memperhatikan HCI guna meningkatan kualitas interaksi antara pengguna dan program.

Diskusi

Diskusikan bagaimana 8 prinsip multimedia pembelajaran oleh Mayer bila diimplementasikan dengan memperhatikan HCI ini.

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