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Materi Pertemuan Ke-2

Materi Pertemuan Ke-2. Teori, Prinsip, dan Pedoman. Teori Tingkat Tinggi : Four Level Approach to design a piece of software or system. ( Foley dan Van Dam ). Conceptual When a user is working on an interactive system, a mental model is often developed Semantic

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Materi Pertemuan Ke-2

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  1. MateriPertemuan Ke-2 Teori, Prinsip, dan Pedoman

  2. Teori Tingkat Tinggi :Four Level Approach to design a piece of software or system. ( Foley dan Van Dam ) • Conceptual When a user is working on an interactive system, a mental model is often developed • Semantic • When the user enters in input to the system, and the computer generates output based on that input. The Semantic level describes the meanings between the input and output • Syntactic • a set of rules to create a sentence, which will give the computer a set of instructions to complete a particular task • Lexical • deals with input device dependencies, in which the user will specify the exact syntax

  3. Model mental manusia dari sistem interaktif • Menggambarkan arti yang disampaikan oleh perintah yang dimasukkan pemakai dan keluaran yang dihasilkan komputer • Mendefinisikan bgmn satuan (kata) yg menyampaikan semantik dirangkai menjadi kalimat lengkap yg memerintahkan komputer melakukan tugas tertentu • Berhubungan dengan ketergantungan terhadap piranti

  4. CONTOH : • Conceptual: Provides a mental model Example: text editor objects = characters, files, paragraphsrelationships = files contain paragraphs contain charsoperations = insert, delete, etc. • Semantic: meaning/desired function Example: move the paragraph • Syntactic: how the semantic command is formed Example: prefix vs. postfix(Edit, Highlight, Cut, Paste) • Lexical: sequence of actions Example: how mouse and keyboard combined into menu, button, string, pick, etc.Point to edit on menu bar->click ->select option within edit menu.

  5. GOMS Model analyzes the user complexity of interactive systems. It is used by software designers to model user behavior. ( Card, Moran, and Newell ) • Goals edit dokumen (subgoals = Insert word) • Operators • Tekan tombol panah atas • Pindahkan tangan ke mouse • Ingat nama file • Pastikan kursor ada di akhir baris • Method Pindahkan kursor ke lokasi yg diinginkan dgn serentetan penekanan tombol panah • Selection Rules Menghapus dengan backspace berkali-kali vs. memblok dan menekan tombol delete

  6. Goal • End state trying to achieve • Then decompose into subgoals Select sentence Moved sentence Cut sentence Move to new spot Paste sentence Place it

  7. Operators • Basic actions available for performing a task (lowest level actions) • Examples: move mouse pointer, drag, press key, read dialog box, … CS/PSY 6750

  8. Methods • Sequence of operators (procedures) for accomplishing a goal (may be multiple) • Example: Select sentence • Move mouse pointer to first word • Depress button • Drag to last word • Release CS/PSY 6750

  9. Selection Rules • Invoked when there is a choice of a method • GOMS attempts to predict which methods will be used • Example: Could cut sentence either by menu pulldown or by ctrl-x CS/PSY 6750

  10. Seven stages of action ( Norman ) • Bentuk Goal • Bentuk intention • Sebutkan aksi • Laksanakan aksi • Perhatikan keadaan sistem • Interpretasikan keadaan sistem • Evaluasi keluaran

  11. Model sintaktik & semantik dari pengetahuan pemakai • Sintactic Knowledge Sifatnya : • Berbeda antara sistem • Tidak dapat diramalkan • Penghafalan berulang-ulang • Mudah dilupakan • Struktur tidak jelas

  12. Semantic Knowledge Sifatnya : • Terorganisasi secara hierarkis • Dari pelajaran/analogi • Tidak tergantung sintaksis • Stabil dalam ingatan pemakai

  13. Semantic Knowledge dibedakan menjadi : • Computer concepts • Computer Objects • High level : Storage information • Lower Level : File Directory • Computer Actions • High Level : file text edit • Lower Level : open file, input text, save file

  14. 2. Task Concepts • Task Objects : • High Level : mail • Lower Lever : date, address, signature • Task Actions : • High Level : writing mail • Lower Level : Spelling

  15. Tiga Jenis Pemakai • Novice or first time users • Knowledgeable intermittent users • Expert frequent users

  16. Tidak punya syntactic knowledge, semantic knowledge sedikit • Pengetahuan mengenai tugas dangkal • Punya semantic knowledge atas task concep dan computer concept • Kesulitan dengan syntactic knowledge • Kenal betul dengan aspek syntactic dan semantic • Ingin pekerjaan cepat selesai

  17. Delapan aturan emas perancangan dialog • Berusaha keras u/ konsisten • Memungkinkan frequent user menggunakan shortcut • Umpan balik informatif • Merancang dialog u/ menghasilkan keadaan akhir (sukses, selesai) • Penanganan kesalahan sederhana • Mengizinkan pembalikan aksi (undo) • Mendukung internal locus of control • Mengurangi beban ingatan jangka pendek

  18. Mencegah kesalahan • Correct matching pairs • Tanda pembuka & penutup dalam satu aksi • Mengingatkan pemakai tanda penutup blm dipasang • Menghilangkan keharusan tanda penutup

  19. Complete sequences • Menggabungkan aksi • Melakukan aksi tergantung aksi lain secara otomatis • Correct commands • Melengkapi kekurangan perintah • Memberikan pilihan

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