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MANUSIA SEBAGAI

PEMPROSES INFORMASI
SUMBER : BAB 8 (GBD )

MATA KULIAH :
SISTEM INFORMASI
MANAJEMEN

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processors
 Model Umum Manusia Sebagai Pemproses
Informasi
 Model Newell_Simon
 Keterbatasan Tentatif Pada Pemprosesan
Informasi Manusia
 Konsep Pengakuan Dan Pembelajaran

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 Karakteristik Kinerja Pemprosesan Informasi
Manusia
 Para Manajer Sebagai Pemproses Informasi
 Implikasi Dalam Desain Sistem Informasi

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Konsep Sistem

Boundary Lingkungan

Interface

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Sssssssss………t
Mengapa sistem yang
saya miliki
tidak bisa berjalan sebagai
mana mestinya

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processors
Komponen paling kritis dalam sistem
informasi manajemen adalah interface
antara pemakai dengan sistem itu sendiri

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MODEL UMUM MANUSIA
SEBAGAI PEMPROSES
INFORMASI
1. Sistem Pemprosesan Informasi Manusia
2. Task Environment dan Problem Space
3. Heuristic

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1. Model Umum Manusia
sebagai Pemproses
Informasi
Memory

Input Pemprosesan
Channel Mental

Filter

Output
Response Channel
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Kinerja Manusia sebagai Pemproses
Informasi

Information
Overload
Output
Atau
Respons

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Input atau stimuli
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Filter yang bisa dipergunakan

 Frame of References masing-masing individu


 Normal Decision Procedure
 Decision Making under stress

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Manfaat Penyaringan

 Blocking Unwanted data


 Block data that is inconsistent
with an frame of reference

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A. Normal Condition

B. Stress Condition

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Sistem Pemprosesan
Informasi oleh Manusia

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Sistem Pemprosesan Informasi Manusia:
 Processor
 Sensory Input
 Motor Output
 Memory :
 Jangka Panjang (LTM)
 Jangka Pendek(STM)
 External Memory(EM)

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processors
receptors
Processor Memory
Environment
effectors

Struktur Umum Suatu Pemprosesan Informasi oleh Manusia

storage

Processor Output
input

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Model Umum Sistem Pemprosesan Informasi pada komputer
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Internal

Long term memory


Processor

Short-term memory
Input Elementary processor output
Interpreter

Eskternal memory

Paper chalkboard Vtd


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 Operasi Sistem
 Serial
 Parralel

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Serial Paralel

register
Data storage Data storage Data storage register Data storage

Transfer Data

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Serial addition
Adder

1 0 1 1 0 1
0 0 0 0 1 0

1 1 1 1

On pair at a time All pairs


at once
Carries all at once

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2. Task Environment and
Problem Space
 Task Environment is the problem as it exist
 Problem Space is the way a particular
decision maker represent the task in order to
work on it

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3. Heuristic

 Heuristic is judgmental rules of thumb


which eliminate alternatives without
explaining them and thus reduce the search
of space

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KETERBATASAN TENTATIV
PEMPROSESAN INFORMASI
MANUSIA

 Keterbatasan tentative Memory Jangka Pendek


 Geoge A Miller
 The Magical Number seven plus minus two (7+/-2)
 Weber’s law
 Just Noticeable Differences
 Pengelolaan Data Probabilistik
 Strategi Pemprosesan Informasi Manusia
 Concreteness
 Anchoring and Adjusment
 Human Information Processing strategis
 Concreteness, anchoring, adjusment

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KONSEP PENGAKUAN DAN
PEMBELAJARAN
 Cognition Theory
 Cognitive Style
 Left Brain - Right Brain
 Learning theory

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1. Cognition Theory

 The activities by which an individual resolves


differences between an internalized view of
the environment and what actually
perceived in that same environment

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2. Cognitive Style

 Information Gathering
 Perceptive
 Receptive

Information Evaluation
 Systematic

 Intuitive ( Heurustic)

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Information gathering
P
e
r
c
e
p
t
i
Information v
e
Evaluation
R
Systematic e Intuitive
c
e
p
t
i
I
v
e
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3. Left Brain-Right Brain
Images
Left hemisphere Words Right hemisphere
Intuitive
Analytic
Simultaneous
Sequential
Receptive
Active
Imaginative
Realistic
Impulsive
Planned

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4. Learning Theory
 Informasi dan sistem Informasi dapat membantu
manusia dalam individual Learning
 Komponen Learning Process
1. Drive
2. Cue ( Stimuli )
3. Response
4. Reinforcement
 Artificial Intellegence
 Improve understanding of human cognition
 Improve the potential of the computer as a tool for
problim solving

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KARAKTERISTIK KINERJA

 Kebutuhan akan Umpan Balik


 Nilai Psikologis Data tidak Berguna
 Perbedaan - Perbedaan Individu
 Informasi Non Verbal

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MANAJER SEBAGAI
PEMPROSES INFORMASI
The organizational position of a person may have
a significant effect on a performance as a
information Processor
Many managerial decisions and enviromental
context in which the decision making process
take place are unstructured

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IMPLIKASI TERHADAP
DESAIN SISTEM
INFORMASI

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1. Filtering

 Information system should be designed


to filter irrelevant data and to provide
increased filtering for stress decisions.
System should attempt to override
undesireable frame of reference filters
by reinforced display of relevant data

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2. Newell - Simon Model

 Information systems should assist in


defining problem space and in the
search process for a solution . The
information format should attempt to
expand the limit of bounded rationality.
Systems should utilize the user
memory that is suited to the task

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3. Magical number 7 +/- 2

 Codes for human use should not


exceed five to seven symbols or be
devided into segment of five or less.
systems should not have human do
significant , unaided processing.
Graphics may be use to present
“chunks” of data in an efficient way

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4. Just Noticable differences

 Systems should highlight significant


differences rather than assuming human
will notice them

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5.Human as Intituitive
Statisticians
 The information system should provide
statistical analysis data : sample variance,
correlation, probability estimates, etc.
Decision algorithms should provide a
consistency check of various information
sources. Data generation procedures should
be design to assist in eliminating bias such
as recency of events.

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6. Concretness

 The information needed should be


presented in the form needed. No added
processing should be required

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7. Anchoring and Adjusment

 Information and decision systems


should be designed to assist in
selecting a suitable anchor point
and for prompting adequate
adjusment from it

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8. Cognitive style : Right
Brain - Left Brain
 Systems should allow selection of
alternatives for order of processing
and form of information
presentation in order to
accommodate different styles

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9. Learning Theory

 Systems interface should


comprehesible to the novice user
as well as efficient for the skilled
user and should facilitate normal
progression of learning

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10. Feedback

 Systems should provide feedback to


indicate that the data has been
received , processing is taking place,
etc. Response time should be such
throughtput is meaningfull and errors
are minimized

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11. Value of unused data

 Explain some of pressure for data


with no apparent utility. Suggest
storage and retrieval strategies
and terminal access to increase
avaibility without individual storage

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12. Information Overload

 Input should be kept below the


overload point. System use should
not involve managing or
processing amount data beyond
overload

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13. Individual differences

 Those which are critical to system


use should be identified and
explicitly aaccomodated ,
whenever possible, through a
flexible interface.

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14. Non verbal Input

 System design and training in use should


consider the effect of absence of
nonverbal clues in electronic
communication

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15. Processing timing

 Managers need short burst of information


processing to support their mode of
operation

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16. Amount of information
Compression
 Information systems should
present summarized data in a
decision -impell format, but the
system should also allow browsing
through the raw data

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SEKIAN

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