Sabtu, 14 November 2015,  saya, bu emi dan pak alfin mengikuti seminar nasional teknologi terapan 2015 di sekolah vokasi UGM. foto semnas

 

Dalam seminar tersebut, saya mempresentasikan penelitian saya bersama pak nidjo sandjojo, dari UPN Veteran Jakarta, dengan judul : Pengaruh Kualitas Sistem, Informasi dan Pelayanan e-Learning Terhadap Kepuasan Pengguna  (Studi Kasus : ST3 Telkom Purwokerto).

Berikut ini abstraknya :

Intisari Seiring dengan pesatnya perkembangan internet, perkembangan e-learning juga berjalan dengan cepat. Beberapa perguruan tinggi baik di dalam maupun luar negeri telah menerapkan metode e-learning dalam perkuliahan. Termasuk ST3 Telkom Purwokerto yang telah memulai sistem e-learning pada tahun 2006. Beberapa model digunakan dalam mengukur kesuksesan e-learning, salah satunya menggunakan model DeLone and McLean. Dalam makalah ini masalah dibatasi pada pengaruh Kualitas Sistem, Kualitas Informasi dan Kualitas Pelayanan terhadap kepuasan pengguna. Dari hasil pengujian didapatkan bahwa Kuailtas Sistem, Kualitas Informasi dan Kualitas Pelayanan berpengaruh positif dan signifikan terhadap Kepuasan Pengguna. Hasil R Square menunjukkan prosentase sebesar 53,33% dari Kepuasan Pengguna dapat dijelaskan oleh variabel Kualitas Sistem, Kualitas Informasi dan Kualitas Pelayanan.

Berikut ini link file presentasinya :

SNTT_Presentasi Tenia

 

 

HCI adalah sebuah disiplin ilmu yang mempelajari perancangan, implementasi dan evaluasi sistem komputasi interaktif dan berbagai aspek terkait. (Hewett, 1992, 1996).

Pada perspektif ilmu komputer, fokus HCI ada pada interaksi, khususnya interaksi antara satu atau lebih manusia pengguna komputer dengan satu atau lebih mesin komputasi (komputer).

Usability dan user experience

Tujuan utama usability adalah untuk memenuhi kriteria khusus dari kebergunaan (misalnya efisiensi).

Tujuan utama user experience adalah lebih ke arah peningkatan kualitas pengalaman pengguna, misalnya tampilan yang secara estetika menyenangkan.

Kesalahan klasik dalam merancang sistem :

  1. Kesalahan asumsi pada rancangannya,
  2. Pilihan-pilihan yang tidak secara tegas ditentukan,
  3. Pembuatan fitur-fitur yang tidak memadai.

Kesalahan umum yang dilakukan perancang sistem :

  1. Perancangan yang didasarkan pada common sense
  2. Anggapan bahwa perilaku seseorang telah mewakili suatu kelompok dimana dia berada
  3. Keinginan atasan yag harus dilakukan
  4. Kebiasaan dan atau tradisi lama
  5. Anggapan implisit yang tidak sesuai / tidak didukung
  6. Keputusan perancangan awal yang tidak didukung
  7. Penundaan evaluasi sampai ada waktu luang
  8. Evaluasi formal yang menggunakan kelompok subyej yang tidak sesuai
  9. Eksperimen yang tidka dapat dianalisis

Kepuasan berinteraksi (Shneiderman, 1998) :

  1. Konsistensi
  2. Fasilitas kunci cepat
  3. Umpan balik yang informatif
  4. Rancangan dialog yang mengarah ke penutupan (closure)
  5. Pencegahan kesalahan dan penanganan kesalahan
  6. Pembalikan tindakan yang mudah
  7. Dukungan pada locus of control internal
  8. Penggunaan beban memori jangka pendek

Definisi kebergunaan / usability :

Derajat kemampuan sebuah perangkat lunak untuk membantu penggunanya menyelesaikan sebuah tugas.

Dix, et. Al (2004) keberhasilan sebuah sistem untuk membantu penggunanya menyelesaikan suatu tugas ditentukan oleh kombinasi tiga kata “guna” yang kesemuanya harus benar :

  1. Berguna (useful)
  2. Dapat digunakan (usable)
  3. Digunakan (used)

Nielsen, (2003) lima buah komponen kualitas untuk menentukan kebergunaan sebuah sistem :

  1. Kemampuan untuk dipelajari (learnability)
  2. Efisiensi
  3. Mudah diingat
  4. Kesalahan dan keamanan
  5. Kepuasan

Nah, sekian dulu rangkuman tentang perbedaan usability dan user experience, lain waktu disambung lagi ya

Human Computer Interaction merupakan cabang ilmu yang mempelajari tentang interaksi manusia dan komputer. Banyak aspek yang dapat dipelajari dalam HCI. Diantaranya aspek psikologi dan budaya. Beberapa topik penelitian dalam HCI dapat dituliskan sebagai berikut.

INTER: Interfaces

  • Graphical user interfaces
  • Intelligent user interfaces
  • Adaptive user interfaces
  • Multi-modal user interfaces
  • Context-based interfaces
  • Virtual reality and 3D interfaces
  • Speech and natural language interfaces
  • Interfaces for collaborative systems
  • Interfaces for restricted environments
  • Internationalization and reflections of culture on interface design
  • Interfaces for disadvantaged users
  • Interface specification and design
  • Interface prototyping
  • Interface testing
  • Interface evaluation
  • Interface generators and other tools for developing interfaces
  • Data visualization
  • Visualization techniques
  • Interactive visualization

OUI: Organic user interfaces

  • Interface-oriented materials and devices
  • Physical and digital representation
  • Sensing and display technologies
  • Rollable and foldable displays with tactile properties
  • Skin-based input
  • Analog input interaction design
  • Flexible display technologies
  • Functional-based display forms
  • Flexible-computing and curve computer interactions
  • 3D continuous display interfaces

HAPTIC: Haptic interfaces

  • Fundamental of haptic interactions
  • Tangible user interfaces
  • Bidirectional information flow
  • Haptography
  • Haptic feedback and control
  • Bodyware (embedded sensors; flexible structures, associative memories, actuation and power systems)
  • Magnetic levitation haptic interfaces
  • Kinetic motion-based interaction
  • Kinetic motion and haptic design
  • Mindware (learning, adaptation, head-hand coordination, bimanual coordination; discovering affordance, interaction and imitation)
  • Language of motion / Gesture annotation
  • Interfaces with kinetic properties
  • Sensor actuator design, development and evaluation
  • Linear haptic display
  • Fingertip haptic display
  • Pen based force display
  • High bandwidth force display
  • Quality of experience model for haptic interactions
  • Haptics rendering

SYSTEMS: Interactive systems

  • Highly interactive systems
  • Intelligent agents and systems
  • Adaptive systems
  • Context-aware systems
  • Multi-user multi-interface systems
  • Collaborative systems
  • Computer-supported cooperative work
  • Distributed information spaces
  • Communicators and advisory systems
  • Interaction through wireless communication networks

DEVICES: Interaction devices

  • General input and output devices
  • Virtual reality input and output devices
  • Interaction devices for immersive environments
  • Shareable devices and services
  • Mobile devices and services
  • Pervasive devices and services
  • Small displays
  • Very large displays
  • Tangible user interfaces
  • Wearable computing
  • Interaction devices for disadvantaged users
  • Interaction devices for computer games

DESIGN & EVAL: Interaction & interface design & evaluation

  • Interface metaphors
  • Interaction styles
  • Interaction paradigms
  • Requirements specification methods and tools
  • Analysis methods and tools
  • Design methods and tools
  • Evaluation paradigms
  • Evaluation methods and tools
  • Evaluation frameworks
  • Scenarios
  • Task analysis
  • Conceptual design
  • Physical design
  • Information architecture
  • Information design for websites
  • Guidelines and heuristics
  • Experience design
  • Environmental design
  • Ethnography
  • Contextual design
  • Service design

MODELS: Principles, theories, and models

  • Cognitive models
  • Conceptual models
  • Mental models
  • Frameworks for cognition
  • Model-based design of interactive systems
  • Formal methods in human-computer interaction

USER: User modeling and user focus

  • Usability and user experience goals
  • User testing
  • User modeling
  • User profiling
  • Predictive models (e.g., for user delay prediction)
  • Human perceptible thresholds
  • User support systems
  • Psychological foundations for designing interactive system
  • Human information processing
  • Digital human modeling
  • Engineering psychology
  • Ergonomics
  • Hearing and haptics
  • Affective computing

PARADIGMS: Traditional and emerging paradigms

  • Interaction paradigms
  • Mobile computing
  • Wearable computing
  • Location-aware computing
  • Context-aware computing
  • Ubiquitous computing
  • Pervasive computing
  • Transparent computing
  • Attentive environments
  • Virtual reality
  • Augmented reality and tangible bits
  • Immersive environments
  • Human-based computation
  • Visual languages and environments
  • End-user programming
  • Hypermedia advances and applications
  • New visions of human-computer interaction

ACCESS: Usability and universal accessibility

  • Interaction and interface design for people with disabilities
  • Interaction and interface design for the young and the elderly
  • Universal access and usability
  • Usability engineering
  • Usability testing and evaluation
  • Usability and internationalization

HUM-ROBOTS: Human-robot interaction

  • Fundamentals of human-robot cooperation
  • Cognitive models of human-robot interaction
  • Adaptable autonomy and knowledge exchange
  • Autonomy and trust
  • Awareness and monitoring of humans
  • Task allocation and coordination
  • Human guided robot learning
  • User evaluations of robot performance
  • Metrics for human-robot interaction
  • Long-term interaction robotics
  • Health and personal care robotics
  • Social Robotics
  • Multi-modal human-robot communication
  • Robot intermediaries
  • Experiments and applications

HUM- AGENTS: Agents and human interaction

  • Principles of agent-to-human interaction
  • Models for human-agent interaction
  • Social persuasion in human-agent interaction
  • Designing for human-agent interaction
  • Socially intelligent agents and the human in the loop
  • Agents for human-human interaction
  • Agent-based human-computer-interaction
  • Human cooperation and agent-based interaction
  • Human interaction with autonomous agents
  • Agent-based human-robot interaction
  • Human and artificial agents emotional interaction

SOCIAL: Social aspects of human-computer interaction

  • Societal implications of human-computer interactions
  • Social computing and software
  • Online communities
  • Weblogs and other community building tools
  • Online support for discovery and creativity
  • Tool support for discovery and innovation
  • Expressive and attentive interfaces and environments
  • Affective aspects of human-computer interaction
  • Emotional design

GAMES: Computer games and gaming

  • Computer game technology
  • Computer game engineering
  • Foundations of computer game design and development
  • Development processes and supporting tools
  • Management aspects of computer game development
  • Architectures and frameworks for computer games
  • Game-based training and simulation
  • Serious games
  • Multi-user games
  • Online games
  • Online gaming
  • Game theories
  • Audio, video and text in digital games
  • New computer games and case studies
  • Performance improvements in computer games
  • Social impact of games and gaming

EDUCATION: Human-computer interaction in education and training

  • Interactive systems for education and training
  • Online and communications support for education and training
  • Interfaces, interactions and systems for distance education
  • Software tools for courseware development and delivery
  • Collaborative systems for teaching, studying and learning
  • Handheld mobile devices for education and training
  • Advisory and recommendation systems
  • Techniques and tools for information localization, retrieval & storage
  • Web annotation systems
  • Case studies and applications

MED APPS: Applications in medicine

  • Interactive systems for medical applications
  • Interactive systems for telemedicine
  • Interactive systems for telehealth
  • Interactive systems for telepathology
  • Interactive systems for telecardiology
  • Interactive systems for telesurgery
  • Interactive personal medical devices
  • Digital imagery and visualization frameworks
  • Role of colors and color imaging in medicine
  • Multidimensional projections with application to medicine
  • Data mining and image retrieval techniques for medical applications
  • Imaging interfaces and navigation
  • Internet imaging localization, retrieval and archiving
  • Video techniques for medical images
  • Internet support for remote medicine
  • Computer-controlled communications for medical applications
  • Medical informatics
  • Software and devices for patient monitoring
  • Interactive software for therapy and recovery

TELECONF:  Teleconferencing

  • Fundamentals for teleconferencing
  • Platforms for teleconferencing
  • Devices for teleconferencing
  • Videoconferencing, Web Conferencing
  • Performance in teleconference applications
  • Real-time aspects in teleconferencing
  • Privacy and security in teleconference applications
  • QoS/SLA for teleconferencing applications
  • Teleconferencing services
  • Business models for teleconferencing

APPLICATIONS: Other domain applications

  • Interactive interfaces and systems for scientific applications
  • Interactive interfaces and systems for engineering applications
  • Interactive interfaces and systems for business applications
  • Interactive interfaces and systems for activities in arts & humanities
  • Interactive interfaces and systems for scientific research
  • Other applications of interactive interfaces and systems

 

Mobile hci

  • Systems & infrastructures. The design, architecture, deployment, and evaluation of systems and infrastructures that support development of or interaction with mobile devices and services.
  • Devices & techniques. The design, construction, usage, and evaluation of devices and techniques that create valuable new capabilities for mobile human-computer interaction.
  • Applications & experiences. Descriptions of the design, empirical study of interactive applications, or analysis of usage trends that leverage mobile devices and systems.
  • Methodologies & tools. New methods and tools designed for or applied to studying or building mobile user interfaces, applications, and mobile users.
  • Theories & models. Critical analysis or organizing theory with clearly motivated relevance to the design or study of mobile human-computer interaction; taxonomies of design or devices; well-supported essays on emerging trends and practice in mobile human-computer interaction.
  • Visions & wildcards. Well-argued and well-supported visions of the future of mobile computing; non-traditional topics that bear on mobility; under-represented viewpoints and perspectives that convincingly bring something new to mobile research and practice. Surprise us with something new and compelling.

Manakah yang paling anda minati? saya tertarik untuk meneliti lebih dalam mengenai usability, berarti masuk ke kategori access ya? Nah, ayo kita meneliti!

Dibawah ini banyak paper tentang game yang bisa diunduh…..

Silakan diunduh bagi yang membutuhkan

A representation for databases of 3D objects

A versatile virtual prototyping system for rapid product development

An experimental study on the role of graphical information about hand movement when interacting with objects in virtual reality environments

Analyzing the performance of a cluster-based architecture for immersive visualization systems

Computer graphics applications in the education process of people with learning difficulties

Computer-based, game show-format interactive lectures – An alternative to didactic education

Designing and evaluating collaboration in a virtual game environment for vocational learning

Developing strategic and reasoning abilities with computer games at primary school level

Employing virtual humans for education and training in X3D-VRML worlds

Full immersive virtual environment CAVETM in chemistry education

Game content creation and it proficiency – An exploratory study Global citizenship education, school curriculum and games – Learning Mathematics, English and Science as a global citizen

Hologram – combining hologram with interactive computer

Hologram – Holopov – A previzualisation program for holographers

Hologram – Smart holograms Hologram – Some uses for everyday items

Hologram – the imposible holographic project Hologram – Visual perception and the holographic image

Hologram – White light transmission holography Hyper-bond – distributed collaboration in Mixed Reality

images-2

“Sejak gue kenal kamu, gue jadi orang yang beda, orang yang gak bener”

Cinta

Saya penggemar film AADC. Kebangkitan film nasional kala itu, ditandai dengan film petualangan sherina dan AADC yang bergenre remaja. Kala itu industri perfilman lesu, dan hanya diwarnai film-film panas nan horor yang gak bermutu.

Meskipun udah nonton sepuluh kali lebih, saya gak pernah bosan….., jadi, setiap adegan dan dialognya saya apal, termasuk soundtrack nya yang romantis dan menyentuh hati ciptaan melly dan anto hoed. So, saat bbrp wkt lalu saya chatting dengan teman, dan mencoba mengingat lagi cerita cinta sma di film tersebut, berikut ini percakapan yang terjadi :

mahmud = mamah muda

adegan 1 adegan 2 adegan 3 adegan 4 adegan 5 adegan 6

Dian sastro alias CINTA, itu high quality jomblo. Coba, mana ada cewek tajir, cantik, pinter macem cinta, yang menjomblo 12 tahun demi nungguin rangga? Kampret tenan kok rangga ki. Kalau aku jadi Cinta, pas ketemu di bandara tak kuwes kuwes deweke. Hahahaha

Mana ada 1 purnama jadi 12 tahun? Lagian, rangga ki opo yo kere kere banget nang Amerika, sampe gak bisa beli tiket pesawat ke Indonesia. Trus gunane internet, email, FB, twitter ki opo? setidaknya mereka udah kenal friendster lah ya pada jaman itu, minimal MIRC nggo chattingan. (halah aku kok njuk ketok jadule :D)

Nah, film kedua AADC saya harap lebih rasional lah ketimbang mini drama series nya LINE, minimal, tuh Cinta udah pernah pacaran lagi kek sama siapa….

Terus, rangga ki opo yo isih jomblo wong koyo ngono kae? Guantenge ora eram kok. Mosok sih? Minimal sama bule Amerika ki yo ono sing nyantol lah ya…….

Apa daya jika Cinta telah ditakdirkan bersatu, mereka pasti akan bertemu….. Ciyeeeee

*jadi gak sabar nunggu seri keduanya……..

BTW makasih buat temen yang ngajakin chatting saya beberapa minggu yang lalu, saya jadi inget sama film ini lagi…., hahahaha

Demi meningkatkan reputasi sebuah web institusi, kegiatan nge blog di galakkan ke semua bagian civitas akademika. Nah, selanjutnya, apakah kamu nge blog buat dapetin reward? Sah sah aja sih…., cuma banyak keuntungan lain yang bisa kita peroleh saat kita nge blog. Antara lain, kita bisa berbagi pengalaman, kisah dan ilmu untuk orang lain. Untungnya apa buat kita? untung yang dihitung secara duit emang gak ada. Tapi bagi saya, sharing is caring. Bentuk pertanggung jawaban kita terhadap kemaslahatan hidup masyarakat di dunia…., cieeeeeee (sok cool, pasang kacamata item)

Perkara bu tenia nge post terlalu banyak, dan emang udah kerjaannya dia, dan dia gak usah dapetin reward apapun, karena yang menang pasti dia lagi dia lagi….., yo wes ben. Ora urus…….., bagiku nge blog adalah sebuah kesenangan. Yang gak biasa nulis mesti kaku saat akan mencoba nulis di blog. Bahkan, karena terbiasa nulis, saya jadi lebih mudah menyalurkan pikiran lewat tulisan saat saya membuat buku, membuat materi kuliah, dan membuat paper ilmiah sekalipun.

Nyatanya, saya sudah rajin nge blog sejak 2008. Ini beberapa blog saya ;

http://teniawahyu.blogspot.co.id/

http://tenia.16mb.com/  

yang sekarang udah mati keberadaannya krn sudah tidak saya update lagi

dan sekarang saya punya 2 blog yang rajin saya urus, yaitu blognya

http://teniawahyuningrum.blogspot.co.id/ 

dan blog ini…..

La terus, kok sampeyan eksis banget to? Ki yo ora usah mbok dadek ke perkoro. Eksis ki nek bermanfaat bagi orang lain yo apik apik wae to. Sing penting ora eksis prostitusi online, judi online karo dodolan brownies ganja. hahahaha

La kok, sampeyan dadi curhat ngono ik? Ki yo ora usah mbok pikir jero jero, da aku maaah apaaaa atuuuuh?

 

Hahahahahahaaaaaaaaaaaaaaaa (*ketawa setan)