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HUMAN AND COMPUTER
INTERACTIONS
“ELEMENTAL ELEMENTS”
ROLLY FAHDIAL
Program Studi S1 : Sistem Informasi
Fakultas Sains dan Teknologi
Universitas Islam Negeri Sultan Syarif Kasim Riau
http://sif.uin-suska.ac.id/
http://fst.uin-suska.ac.id/
http://www.uin-suska.ac.id/
Definition of Use
 Usability is the ease of using and studying man-made objects. The form object
used can be software applications, websites, books, tools, machines, processes,
or anything that involves human interaction with the object.
 Jakob Nielsen, a usability expert, defines usability as a quality attribute that
assesses how easily the interface (user interface) is used. The word "usability"
also refers to methods to improve ease of use during the design process.
Five components of quality to determine the usefulness of the system, that is :
1. ability to learn
2. Efficient
3. easy to remember
4. error and security
5. Satisfaction
Classic Error
Errors that often arise because of :
Error of assumption on design
An option that is not explicitly specified
Inadequate feature creation
Some common mistakes that system designers often make:
1. Design based on common-sence
2. The presumption that a person's behavior has represented a group in which
he is located.
3. The boss's desire to do.
4. Old habits / traditions,
5. Implicit implicit assumptions / unsupported,
6. Initial unsupported design decisions,
7. Delay evaluation to leisure time,
8. Formal evaluations that use inappropriate group of subjects,
9. Experiments that can not be checked.
Satisfaction Interact
Interaction satisfaction can be achieved if the system meets the following eight rules: (shnerderman, 1998)
1 Consistency: This rule is often violated, but the total follows the rules.
example rules: use of message / prompt, menu, help screen, use of color, layout, font type, font.
2 Key-fast facility: reduces the number of interactions and increases the speed of interacting.
example: macro facility
3 Informative feedback: every act of cultivation must be feedback from the system.
4. Closure: the design of a dialogue that leads to closure: the sequence of actions must be organized into
groups of a beginning, middle and end part, so that action can give satisfaction and a sense of relief to the
user.
5. Error prevention and error handling: so users do not
sample menu option
6. Reversal of easy action: an action must be reversible, thus reducing the user's anxiety,
because the error they made can be canceled.
7. Support on internal locus of control: the system responds appropriately to their actions for
experienced users.
8. Short-term memory burden reduction: the limitation of human memory for processing
information on short-term memory requires that the display should be simple, many page views
must be consolidated, the frequency of movement from one window to the other should be
reduced.
Test of Use
Process to measure the characteristics of human computer interaction
of a system.
To identify the weaknesses of the interface so that system designers
can correct them appropriately.
to produce a better system.
Levi and Conrad (1997) there are 3 types of usability tests :
Exploratory test: looking for points of confusion, errors, slow
performance,
Threshold Testing: measures the performance of the system
against a set number of targets (involving beta release).
Comparative test: measure from 2 approaches / design to
determine which is more suitable for users.
Hilbert and redmiles (2000)
Formative Test: provide feedback to the system designer of its
design.
Summative test: provide an assessment of "finished product", to
measure previous product upgrades or compare with similar
products from other companies.
Some How to Test Usage
1. Sorting Card
Usability test techniques provide feedback in the form of system details, some of which analyze more
generally the organization and structure of the system in question.
Example: website creation, fixing the hyperlink hierarchy to be built
2. Heuristic Evaluation
This technique will explore the system, identify usability issues and classify any violations of one or more
usability principles.
3. Scenario Based Test
Scenario-based usability testing techniques, end-user representatives are given the opportunity to test
the system using scenarios or tasks that have been designed, including the main functionalities of the
tested system and the expected pattern of usage simulations.
example: some participants were given web site access for several days before testing
Thanks you

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“Elemental elements”

  • 1. HUMAN AND COMPUTER INTERACTIONS “ELEMENTAL ELEMENTS” ROLLY FAHDIAL Program Studi S1 : Sistem Informasi Fakultas Sains dan Teknologi Universitas Islam Negeri Sultan Syarif Kasim Riau http://sif.uin-suska.ac.id/ http://fst.uin-suska.ac.id/ http://www.uin-suska.ac.id/
  • 2. Definition of Use  Usability is the ease of using and studying man-made objects. The form object used can be software applications, websites, books, tools, machines, processes, or anything that involves human interaction with the object.  Jakob Nielsen, a usability expert, defines usability as a quality attribute that assesses how easily the interface (user interface) is used. The word "usability" also refers to methods to improve ease of use during the design process.
  • 3. Five components of quality to determine the usefulness of the system, that is : 1. ability to learn 2. Efficient 3. easy to remember 4. error and security 5. Satisfaction
  • 4. Classic Error Errors that often arise because of : Error of assumption on design An option that is not explicitly specified Inadequate feature creation
  • 5. Some common mistakes that system designers often make: 1. Design based on common-sence 2. The presumption that a person's behavior has represented a group in which he is located. 3. The boss's desire to do. 4. Old habits / traditions, 5. Implicit implicit assumptions / unsupported, 6. Initial unsupported design decisions, 7. Delay evaluation to leisure time, 8. Formal evaluations that use inappropriate group of subjects, 9. Experiments that can not be checked.
  • 6. Satisfaction Interact Interaction satisfaction can be achieved if the system meets the following eight rules: (shnerderman, 1998) 1 Consistency: This rule is often violated, but the total follows the rules. example rules: use of message / prompt, menu, help screen, use of color, layout, font type, font. 2 Key-fast facility: reduces the number of interactions and increases the speed of interacting. example: macro facility 3 Informative feedback: every act of cultivation must be feedback from the system. 4. Closure: the design of a dialogue that leads to closure: the sequence of actions must be organized into groups of a beginning, middle and end part, so that action can give satisfaction and a sense of relief to the user.
  • 7. 5. Error prevention and error handling: so users do not sample menu option 6. Reversal of easy action: an action must be reversible, thus reducing the user's anxiety, because the error they made can be canceled. 7. Support on internal locus of control: the system responds appropriately to their actions for experienced users. 8. Short-term memory burden reduction: the limitation of human memory for processing information on short-term memory requires that the display should be simple, many page views must be consolidated, the frequency of movement from one window to the other should be reduced.
  • 8. Test of Use Process to measure the characteristics of human computer interaction of a system. To identify the weaknesses of the interface so that system designers can correct them appropriately. to produce a better system.
  • 9. Levi and Conrad (1997) there are 3 types of usability tests : Exploratory test: looking for points of confusion, errors, slow performance, Threshold Testing: measures the performance of the system against a set number of targets (involving beta release). Comparative test: measure from 2 approaches / design to determine which is more suitable for users.
  • 10. Hilbert and redmiles (2000) Formative Test: provide feedback to the system designer of its design. Summative test: provide an assessment of "finished product", to measure previous product upgrades or compare with similar products from other companies.
  • 11. Some How to Test Usage 1. Sorting Card Usability test techniques provide feedback in the form of system details, some of which analyze more generally the organization and structure of the system in question. Example: website creation, fixing the hyperlink hierarchy to be built 2. Heuristic Evaluation This technique will explore the system, identify usability issues and classify any violations of one or more usability principles. 3. Scenario Based Test Scenario-based usability testing techniques, end-user representatives are given the opportunity to test the system using scenarios or tasks that have been designed, including the main functionalities of the tested system and the expected pattern of usage simulations. example: some participants were given web site access for several days before testing