scholarly journals EMOTION CARD DALAM USER PERSONA UNTUK MENINGKATKAN PERSEPSI PENGGUNA DALAM PENGGALIAN KEBUTUHAN PERANGKAT LUNAK

Author(s):  
Wahyu Andhyka Kusuma ◽  
Maulana Alan Gifary ◽  
Rendy Wiranto Prasetya ◽  
Ahmad Fauzan Ali Syahbana

AbstrakUntuk meningkatkan sebuah system atau perangkat lunak (PL) yang dapat difungsikan dengan baik, maka perlu juga untuk menguasai dan memahami karateristik user yang akan berinteraksi dengan system atau PL ini. HCI disini adalah proses interaksi antara user dengan computer. Persona adalah teknik Human Computer Interaction (HCI) yang menggabungkan sebuah informasi tentang user untuk memahami karakteristik daripada user tersebut. Persoalan yang sering terjadi dalam interaksi user dengan komputer yaitu sering terjadinya salah pengertian dari user persona terhadap PL yang ada, sehingga bukan efektivitas dan efisiensi kerja yang diperoleh, akan tetapi justru menyebabkan pekerjaan tidak efisien dan efektiv, user sering mengalami kesulitan menggunakan PL tersebut karena tidak familiar dengan PL, PL juga terlalu rumit sehingga sulit dipelajari, PL tidak sesuai dengan kebutuhan pengguna dan tidak atau belum mengakomodasi kebutuhan yang penting bagi pengguna. Tujuan penelitian dilakukan untuk mendapatkan berbagai perspektif penggunaan PL sesuai dengan karakteristik pengguna, sehingga rancangan kebutuhan PL diharapkan dapat mewakili dari berbagai macam tipe pengguna. AbstractTo improve a system or software (PL) that can function properly, it is also necessary to master and understand the characteristics of users who will interact with this system or PL. HCI here is the process of interaction between users and computers. Persona is a Human Computer Interaction (HCI) technique that combines information about a user to understand the characteristics of that user. The problem that often occurs in user interaction with computers is that there is often a misunderstanding of the user persona of existing software, so that it is not the effectiveness and efficiency of work obtained, but instead causes inefficient and effective work, users often have difficulty using the software because it is not familiar with PL, PL is too complex so it is difficult to learn, PL is not according to user needs and does not or does not accommodate needs that are important to users. The purpose of the study was conducted to obtain various perspectives on the use of software according to user characteristics, so that the design of software needs is expected to be able to represent various types of users.

i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


2021 ◽  
Vol 6 ◽  
Author(s):  
Michelle Cohn ◽  
Kai-Hui Liang ◽  
Melina Sarian ◽  
Georgia Zellou ◽  
Zhou Yu

This paper investigates users’ speech rate adjustments during conversations with an Amazon Alexa socialbot in response to situational (in-lab vs. at-home) and communicative (ASR comprehension errors) factors. We collected user interaction studies and measured speech rate at each turn in the conversation and in baseline productions (collected prior to the interaction). Overall, we find that users slow their speech rate when talking to the bot, relative to their pre-interaction productions, consistent with hyperarticulation. Speakers use an even slower speech rate in the in-lab setting (relative to at-home). We also see evidence for turn-level entrainment: the user follows the directionality of Alexa’s changes in rate in the immediately preceding turn. Yet, we do not see differences in hyperarticulation or entrainment in response to ASR errors, or on the basis of user ratings of the interaction. Overall, this work has implications for human-computer interaction and theories of linguistic adaptation and entrainment.


2020 ◽  
Vol 10 (1) ◽  
pp. 7-14
Author(s):  
Edi Jogatama purhita

Abstract The concept of affordance comes from ecological psychology proposed by James Gibson to show the possibility of actions given to actors by the environment. Something has a quality to understand, where they are capable of being something when they are felt. Product perception is connected with the perception of its function. Affordance as a perception of meaning by combining the functions and meanings of a product. Thus, the meaning of a product will make what the product is capable of. People treat products from their environment according to the affordance of the product. Good product design is intuitive, can be used without thinking hard. Design that allows us, by seeing it we can do things directly and correctly. The concept of affordance was also introduced to the field of design, and finally Human Computer Interaction, by Donald Norman. He defines affordance as the perceived or actual nature of the object, especially the fundamental properties that determine how objects or technological products can be used. Affordance is the interpretive relationship between users and technology that arises during user interaction with technology in the environment that is lived. In a broader view of affordance, it covers social and cultural aspects in the use of technology in our daily lives.


2019 ◽  
Vol 8 (1) ◽  
pp. 328-335 ◽  
Author(s):  
Punitha Turumogan ◽  
Aslina Baharum ◽  
Ismassabah Ismail ◽  
Nor Azida Mohamed Noh ◽  
Nur Shahida Ab Fatah ◽  
...  

Emotions play a crucial role in human-computer interaction. Emotion research in the field of human-computer interaction has only started recently and continuously evolving through the investigation and understanding of emotional effects. Thus, it forms an intelligent interaction between human and computer by responding effectively to the humans’ feelings. Emotional design generates remarkable user experiences for websites as the emotional experiences create an intense impression on our long-term memory. Recent scientific findings recommend emotional elements to be considered in designing websites as emotions influences one’s perception, conception and decision-making throughout the interaction with a website. A poorly designed user interface leads to bad user interaction while rising the users’ arousal and a displeasing user experience with a website elicits dissatisfaction emotion where consecutively results in avoidance and prevents revisit to the website. This proves the importance of emotional engagement in a website design. This research evaluated users’ emotions toward a Malaysian higher learning institution website which was designed in accordance with the standard Kansei-based web design guideline. The result justified the standard Kansei-based web design guideline for website of higher learning institutions in Malaysia.


2020 ◽  
Author(s):  
Francielli Freitas Moro ◽  
Luciana Bolan Frigo

Computer systems are increasingly adapting to user needs. Human-machine interaction or human-computer interaction (HCI), as it is known, has discussed sociological approaches in order to design interfaces taking into account user's differences. This article presents an analysis of the Facebook social network based on the evolution of traditional HCI and some of its concepts for feminist HCI, thus exploring its functionality and evaluating it in this context. Surveys based on the concepts of feminist HCI were applied to evaluate this methodology and the impacts on gender diversity in these systems. The results indicate that most users seek more freedom to express themselves at the system and its content.


Author(s):  
Tatiana Gossen ◽  
Ingo Siegert ◽  
Andreas Nürnberger ◽  
Kim Hartmann ◽  
Michael Kotzyba ◽  
...  

2020 ◽  
Vol 3 (2) ◽  
pp. 90-99
Author(s):  
Kharisma Muzaki Ghufron ◽  
Wahyu Andhyka Kusuma ◽  
Fauzan Fauzan

Human-Computer Interaction (HCI) is a scientific field to determine user characteristics or so-called persona. HCI describes a system that must be easy to use, provides security to users, easy to learn and has usability. The purpose of the study was conducted to obtain various perspectives on the use of software in the InfoKHS University of Muhammadiyah Malang (UMM) academic system according to user characteristics so that the design of software requirements is expected to be representative of various types of users. The HCI assessment is carried out in software development (SD) focusing on the elicitation of needs. Focus on using user methods. As an analysis of user needs. Qualitative data were analyzed based on country hypotheses obtained for the first time in this research phase. In this study, a User Persona was done with an iterative method to ensure each phase was validated. The results show that iterations are needed several times to get the use of detailed cases diagram of each user's needs.


2018 ◽  
Vol 2 (2) ◽  
pp. 542-553
Author(s):  
Kurniati Kurniati

Bina Darma University has implemented a digital library which is located in http://digilib.binadarma.ac.id. With this facility, it will be easier for students, faculty, and visitors to obtain information relating to digital documents such as journals, theses or other library activities. However, application of digital library Bina Darma University in Palembang assessed not maximized because of the small number of visitors who use these facilities and prefer to search digital documents such as journals by search engines as a source of information. Human Computer Interaction (HCI) approach method can be used to create a system and within their right to the user. In addition, to facilitate the development, paper prototype method helps in the design of a more complete according to user needs. So, will result in generating a new design that can increase the interest of visitors to access digital library Universitas Bina Darma Palembang as the main alternative in the search for information and as a self-development.


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