Teori, Prinsip, dan Pedoman
Jan 23, 2016
Teori, Prinsip, dan
Pedoman
Teori Tingkat Tinggi :
Four Level Approach to design a piece of software or system. ( Foley dan Van Dam )
ConceptualWhen 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
Model mental manusia dari sistem interaktifMenggambarkan 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
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 actionsExample: how mouse and keyboard combined into menu, button, string, pick, etc.Point to edit on menu bar->click ->select option within edit menu.
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 RulesMenghapus dengan backspace berkali-kali vs. memblok dan menekan tombol delete
GoalEnd state trying to achieveThen decompose into subgoals
Moved sentence
Select sentence
Cut sentence
Paste sentence
Move to new spot
Place it
OperatorsBasic actions available for performing a task
(lowest level actions)
Examples: move mouse pointer, drag, press key, read dialog box, …
Fall 2002 CS/PSY 6750 7
MethodsSequence of operators (procedures) for
accomplishing a goal (may be multiple)
Example: Select sentenceMove mouse pointer to first wordDepress buttonDrag to last wordRelease
Fall 2002 CS/PSY 6750 8
Selection RulesInvoked when there is a choice of a methodGOMS attempts to predict which methods
will be used
Example: Could cut sentence either by menu pulldown or by ctrl-x
Fall 2002 CS/PSY 6750 9
Seven stages of action ( Norman )Bentuk GoalBentuk intentionSebutkan aksiLaksanakan aksiPerhatikan keadaan sistemInterpretasikan keadaan sistemEvaluasi keluaran
Model sintaktik & semantik dari pengetahuan pemakaiSintactic Knowledge
Sifatnya :Berbeda antara sistemTidak dapat diramalkanPenghafalan berulang-ulangMudah dilupakanStruktur tidak jelas
Semantic KnowledgeSifatnya :Terorganisasi secara hierarkisDari pelajaran/analogiTidak tergantung sintaksisStabil dalam ingatan pemakai
Semantic Knowledge dibedakan menjadi :1. 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
2. Task ConceptsTask Objects :
High Level : mail Lower Lever : date, address, signature
Task Actions : High Level : writing mail Lower Level : Spelling
Tiga Jenis PemakaiNovice or first time users
Knowledgeable intermittent users
Expert frequent users
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
Delapan aturan emas perancangan dialog1. Berusaha keras u/ konsisten2. Memungkinkan frequent user
menggunakan shortcut3. Umpan balik informatif4. Merancang dialog u/ menghasilkan
keadaan akhir (sukses, selesai)5. Penanganan kesalahan sederhana6. Mengizinkan pembalikan aksi (undo)7. Mendukung internal locus of control8. Mengurangi beban ingatan jangka
pendek
Mencegah kesalahanCorrect matching pairs
Tanda pembuka & penutup dalam satu aksi
Mengingatkan pemakai tanda penutup blm dipasang
Menghilangkan keharusan tanda penutup
Complete sequencesMenggabungkan aksiMelakukan aksi tergantung aksi lain secara
otomatis
Correct commandsMelengkapi kekurangan perintahMemberikan pilihan