imk02 prinsip usability

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    Interaksi Manusia dan Komputer

    Prinsip Usability 1/17

    Usabi l i t y Pr inc ip les

    Human Ab i l i t y

    Hum an Capabi l i t ies

    Memory

    Process

    Observat ions

    Problem Solv ing

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    Hum an Ab i l i t ies

    Good Infinite capacity LTM

    LTM duration &

    complexity High-learning

    capability

    Powerful attention

    mechanism Powerful pattern

    recognition

    Bad

    Limited capacity STM

    Limited duration STM

    Unreliable access toLTM

    Error-prone processing

    Slow processing

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    Hum an Capabi l i t ies

    Why do we care? (better design!)

    Want to improve user performance

    Knowing the user informs the design

    Senses (Vision, Hearing, Touch) Information processing

    Motor System

    Time and effort expendedto complete tasks

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    VISION

    Visual SystemEye

    Retina

    Neural pathway

    ~ 80% of brains operation

    SENSESVision, Hearing, Touch

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    Sensitivity luminance: 10-6~107 mL (see notes)

    Acuity

    detection, alignment,recognition (visual angle)

    retinal position: fovea has best acuity

    Movement tracking, reading, vibrations

    Note: Vision decreases with age Implications (??)

    Font size & location depends on task

    Much done by context & grouping

    Visual Abil ities

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    COLOR

    Sensory response to electromagneticradiation in the spectrum betweenwavelengths 0.4 - 0.7 micrometers

    0.5

    visible

    10-110-6 105 108

    gamma ultraviolet microwave tv

    Color & the retina

    380 (blue) ~ 770nm (red)Problems with cones or ganglion cells causes problems with color

    perception(Not really color blindness)

    8% males, 0.5% femalesImplications: (??) - Avoid saturated colors

    - Color coding should be redundant when possible

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    Color Vis ion

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    HEARING

    Capabilities (best-case scenario) pitch - frequency (20 - 20,000 Hz)

    loudness - amplitude (30 - 100dB)

    location (5 source & stream separation)

    timbre - type of sound (lots of instruments)

    Often take for granted how good it is(disk whirring)

    Implications (??)

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    Three main sensations handledby different types of receptors:

    Pressure (normal)Intense pressure(heat/pain)Temperature (hot/cold)

    Sensitivity, Dexterity,Flexibility, Speed

    Where important?Mouse, Other I/O, VR,surgery

    TOUCH

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    Information Processing

    Three major systems of human informationprocessing :1. Perceptual (read-scan)

    Memory structures Sensory buffer - Holds fixed image of outsideworld

    long enough for some analysis .

    Processes - info goes to brain for moreprocessing

    e.q. Pattern recognition Uses context & Knowledge

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    Cognitive (Think)

    Cognitive model

    How does it work?

    Capabilities Range of movement, reach, speed,

    strength, dexterity, accuracy

    Often cause of errors

    Wrong button Double-click vs. single click

    Principles Feedback is important

    Minimize eye movement

    Mot or Syst em

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    MEMORY

    Four types

    Perceptual buffers

    Brief Impressions

    Shor t-term memory

    Conscious thought, calculations

    Intermediate

    Storing intermediate results, future plans

    Long-term

    Permanent, remember everything ever happened to us

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    Memory Charac t e r i s t i c s

    Things move from STM to LTM byrehearsal & practice and by use in context

    We forget things due to decay and

    interference

    Unclear if we everreally forget something Lack of use

    Similar gets inway of old

    Exercise

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    Observations

    Users focus on getting job done, not learning to effectively use system

    Users apply analogy even when it doesnt apply

    People are more heuristic than algorithmicTry a few quick shots rather than plan Resources simply not available

    People often choose suboptimal strategies for low priority problems

    People learn better strategies with practice

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    Problem Solv ing

    Storage in LTM, then application

    Reasoning

    Deductive-

    Inductive-

    Abductive-

    If A, then B

    Generalizing from previouscases to learn about new ones

    Reasons from a fact to the

    action or state that caused it