HCI in Multimedia Learning 2012

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    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 ofcommunication

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    Pertimbangan Praktis HCI dari

    Sistem Multimedia

    1. User Types and capabilities

    2. Mental Models

    3. Memory

    4. Navigation

    5. Training

    6. Ergonomics & environment

    7. Prototyping

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    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)

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    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.

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    Gunakan Simbol (Metaphors)

    Meaningless information is more difficult to

    remembergunakan contoh kehidupan

    sehari-hari

    Concepts are more difficult than objects toremembergunakan visual, animation

    Analogies, metaphors and icons are therefore

    better for to help explain the workings of asystem

    Meaning is taken more quickly and is easier to

    maintain in memory

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    4: Navigation

    Problems of spatial disorientation

    Assessing much information

    Distraction from goal directives

    Complexity in the interface

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    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 namesKeep cache of last few nodes permanently visible

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    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

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    Solutions to assist navigation

    Overview Diagrams

    Global and local overview

    Meta-navigation using viewports over parts of

    structureDifferent overviews

    Nutrition structured by vitamins, food source, disease

    Landmark nodes - Home, Topic menus

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    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

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    6: Ergonomics & environment

    Health and safety requirements

    Task requirements

    Visual display

    Keyboard requirements

    Workstation layout and posture

    Lighting

    Room climateNoise

    Personal space

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    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

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    User Feedback & Design

    Early or Late?

    Early user feedback gives you time to incorporate

    changes

    Late user feedback is more precise, since theproduct is nearly ready

    Analytic or informal?

    Analysis of user feedback may be necessary

    Informal feedback may be all that is required

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    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 modelGeneral

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    Dialogue

    Use of menus and prompts

    Context-dependent messages

    User control

    Natural response time

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    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

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    Summary

    Sangatlah penting dalam pengembangan

    pembelajaran berbasis multimedia (PBM)

    untuk memperhatikan HCI guna meningkatan

    kualitas interaksi antara pengguna danprogram.

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    Diskusi

    Diskusikan bagaimana 8 prinsip multimedia

    pembelajaran oleh Mayer bila

    diimplementasikan dengan memperhatikan

    HCI ini.