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Wikipedia

Human–computer interaction

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".

A computer monitor provides a visual interface between the machine and the user.

As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, The Psychology of Human–Computer Interaction. The first known use was in 1975 by Carlisle.[1] The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field.[2][3]

Introduction edit

Humans interact with computers in many ways, and the interface between the two is crucial to facilitating this interaction. HCI is also sometimes termed human–machine interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI). Desktop applications, internet browsers, handheld computers, and computer kiosks make use of the prevalent graphical user interfaces (GUI) of today.[4] Voice user interfaces (VUI) are used for speech recognition and synthesizing systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms. The growth in human–computer interaction field has led to an increase in the quality of interaction, and resulted in many new areas of research beyond. Instead of designing regular interfaces, the different research branches focus on the concepts of multimodality[citation needed] over unimodality, intelligent adaptive interfaces over command/action based ones, and active interfaces over passive interfaces.[5]

The Association for Computing Machinery (ACM) defines human–computer interaction as "a discipline that is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them".[4] A key aspect of HCI is user satisfaction, also referred to as End-User Computing Satisfaction. It goes on to say:

"Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, social psychology, and human factors such as computer user satisfaction are relevant. And, of course, engineering and design methods are relevant."[4]

Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success.

Poorly designed human-machine interfaces can lead to many unexpected problems. A classic example is the Three Mile Island accident, a nuclear meltdown accident, where investigations concluded that the design of the human-machine interface was at least partly responsible for the disaster.[6][7][8] Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instruments or throttle quadrant layouts: even though the new designs were proposed to be superior in basic human-machine interaction, pilots had already ingrained the "standard" layout. Thus, the conceptually good idea had unintended results.

Human–computer interface edit

The human–computer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it, including:

  • Visual Based: The visual-based human–computer interaction is probably the most widespread human–computer interaction (HCI) research area.
  • Audio-Based: The audio-based interaction between a computer and a human is another important area of HCI systems. This area deals with information acquired by different audio signals.
  • Task environment: The conditions and goals set upon the user.
  • Machine environment: The computer's environment is connected to, e.g., a laptop in a college student's dorm room.
  • Areas of the interface: Non-overlapping areas involve the processes related to humans and computers themselves, while the overlapping areas only involve the processes related to their interaction.
  • Input flow: The flow of information begins in the task environment when the user has some tasks requiring using their computer.
  • Output: The flow of information that originates in the machine environment.
  • Feedback: Loops through the interface that evaluate, moderate, and confirm processes as they pass from the human through the interface to the computer and back.
  • Fit: This matches the computer design, the user, and the task to optimize the human resources needed to accomplish the task.
    • Visual- Based HCI ----
      1. Facial Expression Analysis: This area focuses on visually recognizing and analyzing emotions through facial expressions.
      2. Body Movement Tracking (Large-scale): Researchers in this area concentrate on tracking and analyzing large-scale body movements.
      3. Gesture Recognition: Gesture recognition involves identifying and interpreting gestures made by users, often used for direct interaction with computers in command and action scenarios.
      4. Gaze Detection (Eyes Movement Tracking): Gaze detection involves tracking the movement of a user's eyes and is primarily used to better understand the user's attention, intent, or focus in context-sensitive situations.
        While the specific goals of each area vary based on applications, they collectively contribute to enhancing human-computer interaction. Notably, visual approaches have been explored as alternatives or aids to other types of interactions, such as audio- and sensor-based methods. For example, lip reading or lip movement tracking has proven influential in correcting speech recognition errors.
    • Audio - Based HCI ----Audio-based interaction in human-computer interaction (HCI) is a crucial field focused on processing information acquired through various audio signals. While the nature of audio signals may be less diverse compared to visual signals, the information they provide can be highly reliable, valuable, and sometimes uniquely informative. The research areas within this domain include:
      1. Speech Recognition: This area centers on the recognition and interpretation of spoken language.
      2. Speaker Recognition: Researchers in this area concentrate on identifying and distinguishing different speakers.
      3. Auditory Emotion Analysis: Efforts have been made to incorporate human emotions into intelligent human-computer interaction by analyzing emotional cues in audio signals.
      4. Human-Made Noise/Sign Detections: This involves recognizing typical human auditory signs like sighs, gasps, laughs, cries, etc., which contribute to emotion analysis and the design of more intelligent HCI systems.
      5. Musical Interaction: A relatively new area in HCI, it involves generating and interacting with music, with applications in the art industry. This field is studied in both audio- and visual-based HCI systems.
    • Sensor-Based HCI ----This section encompasses a diverse range of areas with broad applications, all of which involve the use of physical sensors to facilitate interaction between users and machines. These sensors can range from basic to highly sophisticated. The specific areas include:
      1. Pen-Based Interaction: Particularly relevant in mobile devices, focusing on pen gestures and handwriting recognition.
      2. Mouse & Keyboard: Well-established input devices discussed in Section 3.1, commonly used in computing.
      3. Joysticks: Another established input device for interactive control, commonly used in gaming and simulations.
      4. Motion Tracking Sensors and Digitizers: Cutting-edge technology that has revolutionized industries like film, animation, art, and gaming. These sensors, in forms like wearable cloth or joint sensors, enable more immersive interactions between computers and reality.
      5. Haptic Sensors: Particularly significant in applications related to robotics and virtual reality, providing feedback based on touch. They play a crucial role in enhancing sensitivity and awareness in humanoid robots, as well as in medical surgery applications.
      6. Pressure Sensors: Also important in robotics, virtual reality, and medical applications, providing information based on pressure exerted on a surface.
      7. Taste/Smell Sensors: Although less popular compared to other areas, research has been conducted in the field of sensors for taste and smell. These sensors vary in their level of maturity, with some being well-established and others representing cutting-edge technologies.

Goals for computers edit

Human–computer interaction studies the ways in which humans make—or do not make—use of computational artifacts, systems, and infrastructures. Much of the research in this field seeks to improve the human–computer interaction by improving the usability of computer interfaces.[9] How usability is to be precisely understood, how it relates to other social and cultural values, and when it is, and when it may not be a desirable property of computer interfaces is increasingly debated.[10][11]

Much of the research in the field of human–computer interaction takes an interest in:

  • Methods for designing new computer interfaces, thereby optimizing a design for a desired property such as learnability, findability, the efficiency of use.
  • Methods for implementing interfaces, e.g., by means of software libraries.
  • Methods for evaluating and comparing interfaces with respect to their usability and other desirable properties.
  • Methods for studying human–computer use and its sociocultural implications more broadly.
  • Methods for determining whether or not the user is human or computer.
  • Models and theories of human–computer use as well as conceptual frameworks for the design of computer interfaces, such as cognitivist user models, Activity Theory, or ethnomethodological accounts of human–computer use.[12]
  • Perspectives that critically reflect upon the values that underlie computational design, computer use, and HCI research practice.[13]

Visions of what researchers in the field seek to achieve might vary. When pursuing a cognitivist perspective, researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities. When pursuing a post-cognitivist perspective, researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values.

Researchers in HCI are interested in developing design methodologies, experimenting with devices, prototyping software, and hardware systems, exploring interaction paradigms, and developing models and theories of interaction.

Design edit

Principles edit

 
The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware are matched so that the processing of the user input is fast enough, and the latency of the computer output is not disruptive to the workflow.

The following experimental design principles are considered, when evaluating a current user interface, or designing a new user interface:

  • Early focus is placed on the user(s) and task(s): How many users are needed to perform the task(s) is established and who the appropriate users should be is determined (someone who has never used the interface, and will not use the interface in the future, is most likely not a valid user). In addition, the task(s) the users will be performing and how often the task(s) need to be performed is defined.
  • Empirical measurement: the interface is tested with real users who come in contact with the interface daily. The results can vary with the performance level of the user and the typical human–computer interaction may not always be represented. Quantitative usability specifics, such as the number of users performing the task(s), the time to complete the task(s), and the number of errors made during the task(s) are determined.
  • Iterative design: After determining what users, tasks, and empirical measurements to include, the following iterative design steps are performed:
    1. Design the user interface
    2. Test
    3. Analyze results
    4. Repeat

The iterative design process is repeated until a sensible, user-friendly interface is created.[14]

Methodologies edit

Various strategies delineating methods for human–PC interaction design have developed since the conception of the field during the 1980s. Most plan philosophies come from a model for how clients, originators, and specialized frameworks interface. Early techniques treated clients' psychological procedures as unsurprising and quantifiable and urged plan specialists to look at subjective science to establish zones, (for example, memory and consideration) when structuring UIs. Present-day models, in general, center around a steady input and discussion between clients, creators, and specialists and push for specialized frameworks to be folded with the sorts of encounters clients need to have, as opposed to wrapping user experience around a finished framework.

  • Activity theory: utilized in HCI to characterize and consider the setting where human cooperations with PCs occur. Action hypothesis gives a structure for reasoning about activities in these specific circumstances and illuminates the design of interactions from an action-driven perspective.[15]
  • User-centered design (UCD): a cutting-edge, broadly-rehearsed plan theory established on the possibility that clients must become the overwhelming focus in the plan of any PC framework. Clients, architects, and specialized experts cooperate to determine the requirements and restrictions of the client and make a framework to support these components. Frequently, client-focused plans are informed by ethnographic investigations of situations in which clients will associate with the framework. This training is like participatory design, which underscores the likelihood for end-clients to contribute effectively through shared plan sessions and workshops.
  • Principles of UI design: these standards may be considered during the design of a client interface: resistance, effortlessness, permeability, affordance, consistency, structure, and feedback.[16]
  • Value sensitive design (VSD): a technique for building innovation that accounts for the individuals who utilize the design straightforwardly, and just as well for those who the design influences, either directly or indirectly. VSD utilizes an iterative planning process that includes three kinds of examinations: theoretical, exact, and specialized. Applied examinations target the understanding and articulation of the different parts of the design, and its qualities or any clashes that may emerge for the users of the design. Exact examinations are subjective or quantitative plans to explore things used to advise the creators' understanding regarding the clients' qualities, needs, and practices. Specialized examinations can include either investigation of how individuals use related advances or the framework plans.[17]

Display designs edit

Displays are human-made artifacts designed to support the perception of relevant system variables and facilitate further processing of that information. Before a display is designed, the task that the display is intended to support must be defined (e.g., navigating, controlling, decision making, learning, entertaining, etc.). A user or operator must be able to process whatever information a system generates and displays; therefore, the information must be displayed according to principles to support perception, situation awareness, and understanding.

Thirteen principles of display design edit

Christopher Wickens et al. defined 13 principles of display design in their book An Introduction to Human Factors Engineering.[18]

These human perception and information processing principles can be utilized to create an effective display design. A reduction in errors, a reduction in required training time, an increase in efficiency, and an increase in user satisfaction are a few of the many potential benefits that can be achieved by utilizing these principles.

Certain principles may not apply to different displays or situations. Some principles may also appear to be conflicting, and there is no simple solution to say that one principle is more important than another. The principles may be tailored to a specific design or situation. Striking a functional balance among the principles is critical for an effective design.[19]

Perceptual principles edit

1.Make displays legible (or audible). A display's legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, the operator cannot effectively use them.

2.Avoid absolute judgment limits. Do not ask the user to determine the level of a variable based on a single sensory variable (e.g., color, size, loudness). These sensory variables can contain many possible levels.

3.Top-down processing. Signals are likely perceived and interpreted by what is expected based on a user's experience. If a signal is presented contrary to the user's expectation, more physical evidence of that signal may need to be presented to assure that it is understood correctly.

4.Redundancy gain. If a signal is presented more than once, it is more likely to be understood correctly. This can be done by presenting the signal in alternative physical forms (e.g., color and shape, voice and print, etc.), as redundancy does not imply repetition. A traffic light is a good example of redundancy, as color and position are redundant.

5.Similarity causes confusion: Use distinguishable elements. Signals that appear to be similar will likely be confused. The ratio of similar features to different features causes signals to be similar. For example, A423B9 is more similar to A423B8 than 92 is to 93. Unnecessarily similar features should be removed, and dissimilar features should be highlighted.

Mental model principles edit

6.Principle of pictorial realism. A display should look like the variable that it represents (e.g., the high temperature on a thermometer shown as a higher vertical level). If there are multiple elements, they can be configured in a manner that looks like they would in the represented environment.

7.Principle of the moving part. Moving elements should move in a pattern and direction compatible with the user's mental model of how it actually moves in the system. For example, the moving element on an altimeter should move upward with increasing altitude.

Principles based on attention edit

8.Minimizing information access cost or interaction cost. When the user's attention is diverted from one location to another to access necessary information, there is an associated cost in time or effort. A display design should minimize this cost by allowing frequently accessed sources to be located at the nearest possible position. However, adequate legibility should not be sacrificed to reduce this cost.

9.Proximity compatibility principle. Divided attention between two information sources may be necessary for the completion of one task. These sources must be mentally integrated and are defined to have close mental proximity. Information access costs should be low, which can be achieved in many ways (e.g., proximity, linkage by common colors, patterns, shapes, etc.). However, close display proximity can be harmful by causing too much clutter.

10.Principle of multiple resources. A user can more easily process information across different resources. For example, visual and auditory information can be presented simultaneously rather than presenting all visual or all auditory information.

Memory principles edit

11.Replace memory with visual information: knowledge in the world. A user should not need to retain important information solely in working memory or retrieve it from long-term memory. A menu, checklist, or another display can aid the user by easing the use of their memory. However, memory use may sometimes benefit the user by eliminating the need to reference some knowledge globally (e.g., an expert computer operator would rather use direct commands from memory than refer to a manual). The use of knowledge in a user's head and knowledge in the world must be balanced for an effective design.

12.Principle of predictive aiding. Proactive actions are usually more effective than reactive actions. A display should eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the user's mental resources. This will allow the user to focus on current conditions and to consider possible future conditions. An example of a predictive aid is a road sign displaying the distance to a certain destination.

13.Principle of consistency. Old habits from other displays will easily transfer to support the processing of new displays if they are designed consistently. A user's long-term memory will trigger actions that are expected to be appropriate. A design must accept this fact and utilize consistency among different displays.

Current research edit

Topics in human–computer interaction include the following:

Social computing edit

Social computing is an interactive and collaborative behavior considered between technology and people. In recent years, there has been an explosion of social science research focusing on interactions as the unit of analysis, as there are a lot of social computing technologies that include blogs, emails, social networking, quick messaging, and various others. Much of this research draws from psychology, social psychology, and sociology. For example, one study found out that people expected a computer with a man's name to cost more than a machine with a woman's name.[20] Other research finds that individuals perceive their interactions with computers more negatively than humans, despite behaving the same way towards these machines.[21]

Knowledge-driven human–computer interaction edit

In human and computer interactions, a semantic gap usually exists between human and computer's understandings towards mutual behaviors. Ontology, as a formal representation of domain-specific knowledge, can be used to address this problem by solving the semantic ambiguities between the two parties.[22]

Emotions and human–computer interaction edit

In the interaction of humans and computers, research has studied how computers can detect, process, and react to human emotions to develop emotionally intelligent information systems. Researchers have suggested several 'affect-detection channels'. The potential of telling human emotions in an automated and digital fashion lies in improvements to the effectiveness of human–computer interaction. The influence of emotions in human–computer interaction has been studied in fields such as financial decision-making using ECG and organizational knowledge sharing using eye-tracking and face readers as affect-detection channels. In these fields, it has been shown that affect-detection channels have the potential to detect human emotions and those information systems can incorporate the data obtained from affect-detection channels to improve decision models.

Brain–computer interfaces edit

A brain–computer interface (BCI), is a direct communication pathway between an enhanced or wired brain and an external device. BCI differs from neuromodulation in that it allows for bidirectional information flow. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions.[23]

Security interactions edit

Security interactions are the study of interaction between humans and computers specifically as it pertains to information security. Its aim, in plain terms, is to improve the usability of security features in end user applications.

Unlike HCI, which has roots in the early days of Xerox PARC during the 1970s, HCISec is a nascent field of study by comparison. Interest in this topic tracks with that of Internet security, which has become an area of broad public concern only in very recent years.

When security features exhibit poor usability, the following are common reasons:

  • they were added in casual afterthought
  • they were hastily patched in to address newly discovered security bugs
  • they address very complex use cases without the benefit of a software wizard
  • their interface designers lacked understanding of related security concepts
  • their interface designers were not usability experts (often meaning they were the application developers themselves)

Factors of change edit

Traditionally, computer use was modeled as a human–computer dyad in which the two were connected by a narrow explicit communication channel, such as text-based terminals. Much work has been done to make the interaction between a computing system and a human more reflective of the multidimensional nature of everyday communication. Because of potential issues, human–computer interaction shifted focus beyond the interface to respond to observations as articulated by D. Engelbart: "If ease of use were the only valid criterion, people would stick to tricycles and never try bicycles."[24]

How humans interact with computers continues to evolve rapidly. Human–computer interaction is affected by developments in computing. These forces include:

  • Decreasing hardware costs leading to larger memory and faster systems
  • Miniaturization of hardware leading to portability
  • Reduction in power requirements leading to portability
  • New display technologies leading to the packaging of computational devices in new forms
  • Specialized hardware leading to new functions
  • Increased development of network communication and distributed computing
  • Increasingly widespread use of computers, especially by people who are outside of the computing profession
  • Increasing innovation in input techniques (e.g., voice, gesture, pen), combined with lowering cost, leading to rapid computerization by people formerly left out of the computer revolution.
  • Wider social concerns leading to improved access to computers by currently disadvantaged groups

As of 2010 the future for HCI is expected[25] to include the following characteristics:

  • Ubiquitous computing and communication. Computers are expected to communicate through high-speed local networks, nationally over wide-area networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and computational services will be portably accessible from many if not most locations to which a user travels.
  • high-functionality systems. Systems can have large numbers of functions associated with them. There are so many systems that most users, technical or non-technical, do not have time to learn about traditionally (e.g., through thick user manuals).
  • The mass availability of computer graphics. Computer graphics capabilities such as image processing, graphics transformations, rendering, and interactive animation become widespread as inexpensive chips become available for inclusion in general workstations and mobile devices.
  • Mixed media. Commercial systems can handle images, voice, sounds, video, text, formatted data. These are exchangeable over communication links among users. The separate consumer electronics fields (e.g., stereo sets, DVD players, televisions) and computers are beginning to merge. Computer and print fields are expected to cross-assimilate.
  • High-bandwidth interaction. The rate at which humans and machines interact is expected to increase substantially due to the changes in speed, computer graphics, new media, and new input/output devices. This can lead to qualitatively different interfaces, such as virtual reality or computational video.
  • Large and thin displays. New display technologies are maturing, enabling huge displays and displays that are thin, lightweight, and low in power use. This has large effects on portability and will likely enable developing paper-like, pen-based computer interaction systems very different in feel from present desktop workstations.
  • Information utilities. Public information utilities (such as home banking and shopping) and specialized industry services (e.g., weather for pilots) are expected to proliferate. The proliferation rate can accelerate with the introduction of high-bandwidth interaction and the improvement in the quality of interfaces.

Scientific conferences edit

One of the main conferences for new research in human–computer interaction is the annually held Association for Computing Machinery's (ACM) Conference on Human Factors in Computing Systems, usually referred to by its short name CHI (pronounced kai, or Khai). CHI is organized by ACM Special Interest Group on Computer-Human Interaction (SIGCHI). CHI is a large conference, with thousands of attendants, and is quite broad in scope. It is attended by academics, practitioners, and industry people, with company sponsors such as Google, Microsoft, and PayPal.

There are also dozens of other smaller, regional, or specialized HCI-related conferences held around the world each year, including:[26]

  • ACEICFAASRS: ACE – International Conference on Future Applications of AI, Sensors, and Robotics in Society
  • ASSETS: ACM International Conference on Computers and Accessibility
  • CSCW: ACM conference on Computer Supported Cooperative Work
  • CC: Aarhus decennial conference on Critical Computing
  • CUI: ACM conference on Conversational User Interfaces
  • DIS: ACM conference on Designing Interactive Systems
  • ECSCW: European Conference on Computer-Supported Cooperative Work
  • GROUP: ACM conference on supporting group work
  • HRI: ACM/IEEE International Conference on Human–robot interaction
  • HCII: Human–Computer Interaction International
  • ICMI: International Conference on Multimodal Interfaces
  • ITS: ACM conference on Interactive Tabletops and Surfaces
  • MobileHCI: International Conference on Human–Computer Interaction with Mobile Devices and Services
  • NIME: International Conference on New Interfaces for Musical Expression
  • OzCHI: Australian Conference on Human–Computer Interaction
  • TEI: International Conference on Tangible, Embedded and Embodied Interaction
  • Ubicomp: International Conference on Ubiquitous computing
  • UIST: ACM Symposium on User Interface Software and Technology
  • i-USEr: International Conference on User Science and Engineering
  • INTERACT: IFIP TC13 Conference on Human–Computer Interaction
  • IHCI: International Conference on Intelligent Human–Computer Interaction

See also edit

Footnotes edit

  1. ^ Carlisle, James H. (June 1976). "Evaluating the impact of office automation on top management communication". Proceedings of the June 7-10, 1976, national computer conference and exposition on - AFIPS '76. Proceedings of the June 7–10, 1976, National Computer Conference and Exposition. pp. 611–616. doi:10.1145/1499799.1499885. S2CID 18471644. Use of 'human–computer interaction' appears in references
  2. ^ Suchman, Lucy (1987). Plans and Situated Action. The Problem of Human-Machine Communication. New York, Cambridge: Cambridge University Press. ISBN 9780521337397. Retrieved 7 March 2015.
  3. ^ Dourish, Paul (2001). Where the Action Is: The Foundations of Embodied Interaction. Cambridge, MA: MIT Press. ISBN 9780262541787.
  4. ^ a b c Hewett; Baecker; Card; Carey; Gasen; Mantei; Perlman; Strong; Verplank. . ACM SIGCHI. Archived from the original on 17 August 2014. Retrieved 15 July 2014.
  5. ^ Gurcan, Fatih; Cagiltay, Nergiz Ercil; Cagiltay, Kursat (2021-02-07). "Mapping Human–Computer Interaction Research Themes and Trends from Its Existence to Today: A Topic Modeling-Based Review of past 60 Years". International Journal of Human–Computer Interaction. 37 (3): 267–280. doi:10.1080/10447318.2020.1819668. ISSN 1044-7318. S2CID 224998668.
  6. ^ Ergoweb. . Ergoweb.com. Archived from the original on September 28, 2011. Retrieved August 29, 2011.
  7. ^ "NRC: Backgrounder on the Three Mile Island Accident". Nrc.gov. from the original on August 24, 2019. Retrieved August 29, 2011.
  8. ^ (PDF). 2019-03-14. Archived from the original (PDF) on 2011-04-09. Retrieved 2011-08-17.
  9. ^ Grudin, Jonathan (1992). "Utility and usability: research issues and development contexts". Interacting with Computers. 4 (2): 209–217. doi:10.1016/0953-5438(92)90005-z.
  10. ^ Chalmers, Matthew; Galani, Areti (2004). "Seamful interweaving". Proceedings of the 5th conference on Designing interactive systems: Processes, practices, methods, and techniques (PDF). pp. 243–252. doi:10.1145/1013115.1013149. ISBN 978-1581137873. S2CID 12500442. (PDF) from the original on 2020-08-01. Retrieved 2019-10-04.
  11. ^ Barkhuus, Louise; Polichar, Valerie E. (2011). "Empowerment through seamfulness: smart phones in everyday life". Personal and Ubiquitous Computing. 15 (6): 629–639. doi:10.1007/s00779-010-0342-4.
  12. ^ Rogers, Yvonne (2012). "HCI Theory: Classical, Modern, and Contemporary". Synthesis Lectures on Human-Centered Informatics. 5 (2): 1–129. doi:10.2200/S00418ED1V01Y201205HCI014.
  13. ^ Sengers, Phoebe; Boehner, Kirsten; David, Shay; Joseph, Kaye (2005). "Reflective design". Proceedings of the 4th decennial conference on Critical computing: Between sense and sensibility. Vol. 5. pp. 49–58. doi:10.1145/1094562.1094569. ISBN 978-1595932037. S2CID 9029682.
  14. ^ Green, Paul (2008). Iterative Design. Lecture presented in Industrial and Operations Engineering 436 (Human Factors in Computer Systems, University of Michigan, Ann Arbor, MI, February 4, 2008.
  15. ^ Kaptelinin, Victor (2012): Activity Theory. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "Encyclopedia of Human–Computer Interaction". The Interaction-Design.org Foundation. Available online at http://www.interaction-design.org/encyclopedia/activity_theory.html 2012-03-23 at the Wayback Machine
  16. ^ "The Case for HCI Design Patterns". from the original on 2019-09-28. Retrieved 2019-08-26.
  17. ^ Friedman, B., Kahn Jr, P. H., Borning, A., & Kahn, P. H. (2006). Value Sensitive Design and information systems. Human–Computer Interaction and Management Information Systems: Foundations. ME Sharpe, New York, 348–372.
  18. ^ Wickens, Christopher D., John D. Lee, Yili Liu, and Sallie E. Gordon Becker. An Introduction to Human Factors Engineering. Second ed. Upper Saddle River, NJ: Pearson Prentice Hall, 2004. 185–193.
  19. ^ Brown, C. Marlin. Human–Computer Interface Design Guidelines. Intellect Books, 1998. 2–3.
  20. ^ Posard, Marek (2014). "Status processes in human–computer interactions: Does gender matter?". Computers in Human Behavior. 37 (37): 189–195. doi:10.1016/j.chb.2014.04.025.
  21. ^ Posard, Marek; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi:10.1016/j.chb.2015.04.057.
  22. ^ Dong, Hai; Hussain, Farookh; Elizabeth, Chang (2010). "A human-centered semantic service platform for the digital ecosystems environment". World Wide Web. 13 (1–2): 75–103. doi:10.1007/s11280-009-0081-5. hdl:20.500.11937/29660. S2CID 10746264.
  23. ^ Krucoff, Max O.; Rahimpour, Shervin; Slutzky, Marc W.; Edgerton, V. Reggie; Turner, Dennis A. (2016-01-01). "Enhancing Nervous System Recovery through Neurobiologics, Neural Interface Training, and Neurorehabilitation". Frontiers in Neuroscience. 10: 584. doi:10.3389/fnins.2016.00584. PMC 5186786. PMID 28082858.
  24. ^ Fischer, Gerhard (1 May 2000). "User Modeling in Human–Computer Interaction". User Modeling and User-Adapted Interaction. 11 (1–2): 65–86. doi:10.1023/A:1011145532042.
  25. ^ SINHA, Gaurav; SHAHI, Rahul; SHANKAR, Mani. Human–Computer Interaction. In: Emerging Trends in Engineering and Technology (ICETET), 2010 3rd International Conference on. IEEE, 2010. p. 1–4.
  26. ^ "Conference Search: hci". www.confsearch.org. from the original on 2009-08-20. Retrieved 2009-05-15.

Further reading edit

Academic overviews of the field
  • Julie A. Jacko (Ed.). (2012). Human–Computer Interaction Handbook (3rd Edition). CRC Press. ISBN 1-4398-2943-8
  • Andrew Sears and Julie A. Jacko (Eds.). (2007). Human–Computer Interaction Handbook (2nd Edition). CRC Press. ISBN 0-8058-5870-9
  • Julie A. Jacko and Andrew Sears (Eds.). (2003). Human–Computer Interaction Handbook. Mahwah: Lawrence Erlbaum & Associates. ISBN 0-8058-4468-6
  • Dix, A. (2004). Human–computer interaction (3rd ed.). Pearson Education. ISBN 0-1304-6109-1
Historically important classic[citation needed]
Overviews of history of the field
  • Jonathan Grudin: A moving target: The evolution of human–computer interaction. In Andrew Sears and Julie A. Jacko (Eds.). (2007). Human–Computer Interaction Handbook (2nd Edition). CRC Press. ISBN 0-8058-5870-9
  • Myers, Brad (1998). "A brief history of human–computer interaction technology". Interactions. 5 (2): 44–54. CiteSeerX 10.1.1.23.2422. doi:10.1145/274430.274436. S2CID 8278771.
  • John M. Carroll: Human–Computer Interaction: History and Status. Encyclopedia Entry at Interaction-Design.org
  • Carroll, John M. (2010). "Conceptualizing a possible discipline of human–computer interaction". Interacting with Computers. 22 (1): 3–12. doi:10.1016/j.intcom.2009.11.008.
  • Sara Candeias, S. and A. Veiga The dialogue between man and machine: the role of language theory and technology, Sandra M. Aluísio & Stella E. O. Tagnin, New Language Technologies, and Linguistic Research, A Two-Way Road: cap. 11. Cambridge Scholars Publishing. (ISBN 978-1-4438-5377-4)


Social science and HCI
  • Nass, Clifford; Fogg, B. J.; Moon, Youngme (1996). "Can computers be teammates?". International Journal of Human-Computer Studies. 45 (6): 669–678. doi:10.1006/ijhc.1996.0073.
  • Nass, Clifford; Moon, Youngme (2000). "Machines and mindlessness: Social responses to computers". Journal of Social Issues. 56 (1): 81–103. doi:10.1111/0022-4537.00153. S2CID 15851410.
  • Posard, Marek N (2014). "Status processes in human–computer interactions: Does gender matter?". Computers in Human Behavior. 37: 189–195. doi:10.1016/j.chb.2014.04.025.
  • Posard, Marek N.; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi:10.1016/j.chb.2015.04.057.
Academic journals
Collection of papers
  • Ronald M. Baecker, Jonathan Grudin, William A. S. Buxton, Saul Greenberg (Eds.) (1995): Readings in human–computer interaction. Toward the Year 2000. 2. ed. Morgan Kaufmann, San Francisco 1995 ISBN 1-55860-246-1
  • Mithun Ahamed, Developing a Message Interface Architecture for Android Operating Systems, (2015). [4]
Treatments by one or few authors, often aimed at a more general audience
Textbooks

External links edit

  • Bad Human Factors Designs
  • The HCI Wiki Bibliography with over 100,000 publications.
  • The HCI Bibliography Over 100,000 publications about HCI.
  • HCI Webliography

human, computer, interaction, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, needs, additional, citations, verification, please, help, improve, this, ar. This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Human computer interaction news newspapers books scholar JSTOR December 2022 Learn how and when to remove this message This article may contain an excessive amount of intricate detail that may interest only a particular audience Please help by spinning off or relocating any relevant information and removing excessive detail that may be against Wikipedia s inclusion policy August 2021 Learn how and when to remove this message Learn how and when to remove this message Human computer interaction HCI is research in the design and the use of computer technology which focuses on the interfaces between people users and computers HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways A device that allows interaction between human being and a computer is known as a Human computer Interface HCI A computer monitor provides a visual interface between the machine and the user As a field of research human computer interaction is situated at the intersection of computer science behavioral sciences design media studies and several other fields of study The term was popularized by Stuart K Card Allen Newell and Thomas P Moran in their 1983 book The Psychology of Human Computer Interaction The first known use was in 1975 by Carlisle 1 The term is intended to convey that unlike other tools with specific and limited uses computers have many uses which often involve an open ended dialogue between the user and the computer The notion of dialogue likens human computer interaction to human to human interaction an analogy that is crucial to theoretical considerations in the field 2 3 Contents 1 Introduction 2 Human computer interface 3 Goals for computers 4 Design 4 1 Principles 4 2 Methodologies 5 Display designs 5 1 Thirteen principles of display design 5 1 1 Perceptual principles 5 1 2 Mental model principles 5 1 3 Principles based on attention 5 1 4 Memory principles 6 Current research 6 1 Social computing 6 2 Knowledge driven human computer interaction 6 3 Emotions and human computer interaction 6 4 Brain computer interfaces 6 5 Security interactions 7 Factors of change 8 Scientific conferences 9 See also 10 Footnotes 11 Further reading 12 External linksIntroduction editThis section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed May 2021 Learn how and when to remove this message Humans interact with computers in many ways and the interface between the two is crucial to facilitating this interaction HCI is also sometimes termed human machine interaction HMI man machine interaction MMI or computer human interaction CHI Desktop applications internet browsers handheld computers and computer kiosks make use of the prevalent graphical user interfaces GUI of today 4 Voice user interfaces VUI are used for speech recognition and synthesizing systems and the emerging multi modal and Graphical user interfaces GUI allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms The growth in human computer interaction field has led to an increase in the quality of interaction and resulted in many new areas of research beyond Instead of designing regular interfaces the different research branches focus on the concepts of multimodality citation needed over unimodality intelligent adaptive interfaces over command action based ones and active interfaces over passive interfaces 5 The Association for Computing Machinery ACM defines human computer interaction as a discipline that is concerned with the design evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them 4 A key aspect of HCI is user satisfaction also referred to as End User Computing Satisfaction It goes on to say Because human computer interaction studies a human and a machine in communication it draws from supporting knowledge on both the machine and the human side On the machine side techniques in computer graphics operating systems programming languages and development environments are relevant On the human side communication theory graphic and industrial design disciplines linguistics social sciences cognitive psychology social psychology and human factors such as computer user satisfaction are relevant And of course engineering and design methods are relevant 4 Due to the multidisciplinary nature of HCI people with different backgrounds contribute to its success Poorly designed human machine interfaces can lead to many unexpected problems A classic example is the Three Mile Island accident a nuclear meltdown accident where investigations concluded that the design of the human machine interface was at least partly responsible for the disaster 6 7 8 Similarly accidents in aviation have resulted from manufacturers decisions to use non standard flight instruments or throttle quadrant layouts even though the new designs were proposed to be superior in basic human machine interaction pilots had already ingrained the standard layout Thus the conceptually good idea had unintended results Human computer interface editMain article User interface This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed May 2021 Learn how and when to remove this message The human computer interface can be described as the point of communication between the human user and the computer The flow of information between the human and computer is defined as the loop of interaction The loop of interaction has several aspects to it including Visual Based The visual based human computer interaction is probably the most widespread human computer interaction HCI research area Audio Based The audio based interaction between a computer and a human is another important area of HCI systems This area deals with information acquired by different audio signals Task environment The conditions and goals set upon the user Machine environment The computer s environment is connected to e g a laptop in a college student s dorm room Areas of the interface Non overlapping areas involve the processes related to humans and computers themselves while the overlapping areas only involve the processes related to their interaction Input flow The flow of information begins in the task environment when the user has some tasks requiring using their computer Output The flow of information that originates in the machine environment Feedback Loops through the interface that evaluate moderate and confirm processes as they pass from the human through the interface to the computer and back Fit This matches the computer design the user and the task to optimize the human resources needed to accomplish the task Visual Based HCI Facial Expression Analysis This area focuses on visually recognizing and analyzing emotions through facial expressions Body Movement Tracking Large scale Researchers in this area concentrate on tracking and analyzing large scale body movements Gesture Recognition Gesture recognition involves identifying and interpreting gestures made by users often used for direct interaction with computers in command and action scenarios Gaze Detection Eyes Movement Tracking Gaze detection involves tracking the movement of a user s eyes and is primarily used to better understand the user s attention intent or focus in context sensitive situations While the specific goals of each area vary based on applications they collectively contribute to enhancing human computer interaction Notably visual approaches have been explored as alternatives or aids to other types of interactions such as audio and sensor based methods For example lip reading or lip movement tracking has proven influential in correcting speech recognition errors Audio Based HCI Audio based interaction in human computer interaction HCI is a crucial field focused on processing information acquired through various audio signals While the nature of audio signals may be less diverse compared to visual signals the information they provide can be highly reliable valuable and sometimes uniquely informative The research areas within this domain include Speech Recognition This area centers on the recognition and interpretation of spoken language Speaker Recognition Researchers in this area concentrate on identifying and distinguishing different speakers Auditory Emotion Analysis Efforts have been made to incorporate human emotions into intelligent human computer interaction by analyzing emotional cues in audio signals Human Made Noise Sign Detections This involves recognizing typical human auditory signs like sighs gasps laughs cries etc which contribute to emotion analysis and the design of more intelligent HCI systems Musical Interaction A relatively new area in HCI it involves generating and interacting with music with applications in the art industry This field is studied in both audio and visual based HCI systems Sensor Based HCI This section encompasses a diverse range of areas with broad applications all of which involve the use of physical sensors to facilitate interaction between users and machines These sensors can range from basic to highly sophisticated The specific areas include Pen Based Interaction Particularly relevant in mobile devices focusing on pen gestures and handwriting recognition Mouse amp Keyboard Well established input devices discussed in Section 3 1 commonly used in computing Joysticks Another established input device for interactive control commonly used in gaming and simulations Motion Tracking Sensors and Digitizers Cutting edge technology that has revolutionized industries like film animation art and gaming These sensors in forms like wearable cloth or joint sensors enable more immersive interactions between computers and reality Haptic Sensors Particularly significant in applications related to robotics and virtual reality providing feedback based on touch They play a crucial role in enhancing sensitivity and awareness in humanoid robots as well as in medical surgery applications Pressure Sensors Also important in robotics virtual reality and medical applications providing information based on pressure exerted on a surface Taste Smell Sensors Although less popular compared to other areas research has been conducted in the field of sensors for taste and smell These sensors vary in their level of maturity with some being well established and others representing cutting edge technologies Goals for computers editHuman computer interaction studies the ways in which humans make or do not make use of computational artifacts systems and infrastructures Much of the research in this field seeks to improve the human computer interaction by improving the usability of computer interfaces 9 How usability is to be precisely understood how it relates to other social and cultural values and when it is and when it may not be a desirable property of computer interfaces is increasingly debated 10 11 Much of the research in the field of human computer interaction takes an interest in Methods for designing new computer interfaces thereby optimizing a design for a desired property such as learnability findability the efficiency of use Methods for implementing interfaces e g by means of software libraries Methods for evaluating and comparing interfaces with respect to their usability and other desirable properties Methods for studying human computer use and its sociocultural implications more broadly Methods for determining whether or not the user is human or computer Models and theories of human computer use as well as conceptual frameworks for the design of computer interfaces such as cognitivist user models Activity Theory or ethnomethodological accounts of human computer use 12 Perspectives that critically reflect upon the values that underlie computational design computer use and HCI research practice 13 Visions of what researchers in the field seek to achieve might vary When pursuing a cognitivist perspective researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities When pursuing a post cognitivist perspective researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values Researchers in HCI are interested in developing design methodologies experimenting with devices prototyping software and hardware systems exploring interaction paradigms and developing models and theories of interaction Design editPrinciples edit nbsp The user interacts directly with hardware for the human input and output such as displays e g through a graphical user interface The user interacts with the computer over this software interface using the given input and output I O hardware Software and hardware are matched so that the processing of the user input is fast enough and the latency of the computer output is not disruptive to the workflow The following experimental design principles are considered when evaluating a current user interface or designing a new user interface Early focus is placed on the user s and task s How many users are needed to perform the task s is established and who the appropriate users should be is determined someone who has never used the interface and will not use the interface in the future is most likely not a valid user In addition the task s the users will be performing and how often the task s need to be performed is defined Empirical measurement the interface is tested with real users who come in contact with the interface daily The results can vary with the performance level of the user and the typical human computer interaction may not always be represented Quantitative usability specifics such as the number of users performing the task s the time to complete the task s and the number of errors made during the task s are determined Iterative design After determining what users tasks and empirical measurements to include the following iterative design steps are performed Design the user interface Test Analyze results Repeat The iterative design process is repeated until a sensible user friendly interface is created 14 Methodologies edit Various strategies delineating methods for human PC interaction design have developed since the conception of the field during the 1980s Most plan philosophies come from a model for how clients originators and specialized frameworks interface Early techniques treated clients psychological procedures as unsurprising and quantifiable and urged plan specialists to look at subjective science to establish zones for example memory and consideration when structuring UIs Present day models in general center around a steady input and discussion between clients creators and specialists and push for specialized frameworks to be folded with the sorts of encounters clients need to have as opposed to wrapping user experience around a finished framework Activity theory utilized in HCI to characterize and consider the setting where human cooperations with PCs occur Action hypothesis gives a structure for reasoning about activities in these specific circumstances and illuminates the design of interactions from an action driven perspective 15 User centered design UCD a cutting edge broadly rehearsed plan theory established on the possibility that clients must become the overwhelming focus in the plan of any PC framework Clients architects and specialized experts cooperate to determine the requirements and restrictions of the client and make a framework to support these components Frequently client focused plans are informed by ethnographic investigations of situations in which clients will associate with the framework This training is like participatory design which underscores the likelihood for end clients to contribute effectively through shared plan sessions and workshops Principles of UI design these standards may be considered during the design of a client interface resistance effortlessness permeability affordance consistency structure and feedback 16 Value sensitive design VSD a technique for building innovation that accounts for the individuals who utilize the design straightforwardly and just as well for those who the design influences either directly or indirectly VSD utilizes an iterative planning process that includes three kinds of examinations theoretical exact and specialized Applied examinations target the understanding and articulation of the different parts of the design and its qualities or any clashes that may emerge for the users of the design Exact examinations are subjective or quantitative plans to explore things used to advise the creators understanding regarding the clients qualities needs and practices Specialized examinations can include either investigation of how individuals use related advances or the framework plans 17 Display designs editDisplays are human made artifacts designed to support the perception of relevant system variables and facilitate further processing of that information Before a display is designed the task that the display is intended to support must be defined e g navigating controlling decision making learning entertaining etc A user or operator must be able to process whatever information a system generates and displays therefore the information must be displayed according to principles to support perception situation awareness and understanding Thirteen principles of display design edit Christopher Wickens et al defined 13 principles of display design in their book An Introduction to Human Factors Engineering 18 These human perception and information processing principles can be utilized to create an effective display design A reduction in errors a reduction in required training time an increase in efficiency and an increase in user satisfaction are a few of the many potential benefits that can be achieved by utilizing these principles Certain principles may not apply to different displays or situations Some principles may also appear to be conflicting and there is no simple solution to say that one principle is more important than another The principles may be tailored to a specific design or situation Striking a functional balance among the principles is critical for an effective design 19 Perceptual principles edit This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed May 2021 Learn how and when to remove this message 1 Make displays legible or audible A display s legibility is critical and necessary for designing a usable display If the characters or objects being displayed cannot be discernible the operator cannot effectively use them 2 Avoid absolute judgment limits Do not ask the user to determine the level of a variable based on a single sensory variable e g color size loudness These sensory variables can contain many possible levels 3 Top down processing Signals are likely perceived and interpreted by what is expected based on a user s experience If a signal is presented contrary to the user s expectation more physical evidence of that signal may need to be presented to assure that it is understood correctly 4 Redundancy gain If a signal is presented more than once it is more likely to be understood correctly This can be done by presenting the signal in alternative physical forms e g color and shape voice and print etc as redundancy does not imply repetition A traffic light is a good example of redundancy as color and position are redundant 5 Similarity causes confusion Use distinguishable elements Signals that appear to be similar will likely be confused The ratio of similar features to different features causes signals to be similar For example A423B9 is more similar to A423B8 than 92 is to 93 Unnecessarily similar features should be removed and dissimilar features should be highlighted Mental model principles edit This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed May 2021 Learn how and when to remove this message 6 Principle of pictorial realism A display should look like the variable that it represents e g the high temperature on a thermometer shown as a higher vertical level If there are multiple elements they can be configured in a manner that looks like they would in the represented environment 7 Principle of the moving part Moving elements should move in a pattern and direction compatible with the user s mental model of how it actually moves in the system For example the moving element on an altimeter should move upward with increasing altitude Principles based on attention edit 8 Minimizing information access cost or interaction cost When the user s attention is diverted from one location to another to access necessary information there is an associated cost in time or effort A display design should minimize this cost by allowing frequently accessed sources to be located at the nearest possible position However adequate legibility should not be sacrificed to reduce this cost 9 Proximity compatibility principle Divided attention between two information sources may be necessary for the completion of one task These sources must be mentally integrated and are defined to have close mental proximity Information access costs should be low which can be achieved in many ways e g proximity linkage by common colors patterns shapes etc However close display proximity can be harmful by causing too much clutter 10 Principle of multiple resources A user can more easily process information across different resources For example visual and auditory information can be presented simultaneously rather than presenting all visual or all auditory information Memory principles edit This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed May 2021 Learn how and when to remove this message 11 Replace memory with visual information knowledge in the world A user should not need to retain important information solely in working memory or retrieve it from long term memory A menu checklist or another display can aid the user by easing the use of their memory However memory use may sometimes benefit the user by eliminating the need to reference some knowledge globally e g an expert computer operator would rather use direct commands from memory than refer to a manual The use of knowledge in a user s head and knowledge in the world must be balanced for an effective design 12 Principle of predictive aiding Proactive actions are usually more effective than reactive actions A display should eliminate resource demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the user s mental resources This will allow the user to focus on current conditions and to consider possible future conditions An example of a predictive aid is a road sign displaying the distance to a certain destination 13 Principle of consistency Old habits from other displays will easily transfer to support the processing of new displays if they are designed consistently A user s long term memory will trigger actions that are expected to be appropriate A design must accept this fact and utilize consistency among different displays Current research editThis section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed October 2010 Learn how and when to remove this message Topics in human computer interaction include the following Social computing edit Main article Social computing Social computing is an interactive and collaborative behavior considered between technology and people In recent years there has been an explosion of social science research focusing on interactions as the unit of analysis as there are a lot of social computing technologies that include blogs emails social networking quick messaging and various others Much of this research draws from psychology social psychology and sociology For example one study found out that people expected a computer with a man s name to cost more than a machine with a woman s name 20 Other research finds that individuals perceive their interactions with computers more negatively than humans despite behaving the same way towards these machines 21 Knowledge driven human computer interaction edit In human and computer interactions a semantic gap usually exists between human and computer s understandings towards mutual behaviors Ontology as a formal representation of domain specific knowledge can be used to address this problem by solving the semantic ambiguities between the two parties 22 Emotions and human computer interaction edit Main articles Affective computing and Emotion recognition In the interaction of humans and computers research has studied how computers can detect process and react to human emotions to develop emotionally intelligent information systems Researchers have suggested several affect detection channels The potential of telling human emotions in an automated and digital fashion lies in improvements to the effectiveness of human computer interaction The influence of emotions in human computer interaction has been studied in fields such as financial decision making using ECG and organizational knowledge sharing using eye tracking and face readers as affect detection channels In these fields it has been shown that affect detection channels have the potential to detect human emotions and those information systems can incorporate the data obtained from affect detection channels to improve decision models Brain computer interfaces edit Main article Brain computer interface A brain computer interface BCI is a direct communication pathway between an enhanced or wired brain and an external device BCI differs from neuromodulation in that it allows for bidirectional information flow BCIs are often directed at researching mapping assisting augmenting or repairing human cognitive or sensory motor functions 23 Security interactions edit Security interactions are the study of interaction between humans and computers specifically as it pertains to information security Its aim in plain terms is to improve the usability of security features in end user applications Unlike HCI which has roots in the early days of Xerox PARC during the 1970s HCISec is a nascent field of study by comparison Interest in this topic tracks with that of Internet security which has become an area of broad public concern only in very recent years When security features exhibit poor usability the following are common reasons they were added in casual afterthought they were hastily patched in to address newly discovered security bugs they address very complex use cases without the benefit of a software wizard their interface designers lacked understanding of related security concepts their interface designers were not usability experts often meaning they were the application developers themselves Factors of change editTraditionally computer use was modeled as a human computer dyad in which the two were connected by a narrow explicit communication channel such as text based terminals Much work has been done to make the interaction between a computing system and a human more reflective of the multidimensional nature of everyday communication Because of potential issues human computer interaction shifted focus beyond the interface to respond to observations as articulated by D Engelbart If ease of use were the only valid criterion people would stick to tricycles and never try bicycles 24 How humans interact with computers continues to evolve rapidly Human computer interaction is affected by developments in computing These forces include Decreasing hardware costs leading to larger memory and faster systems Miniaturization of hardware leading to portability Reduction in power requirements leading to portability New display technologies leading to the packaging of computational devices in new forms Specialized hardware leading to new functions Increased development of network communication and distributed computing Increasingly widespread use of computers especially by people who are outside of the computing profession Increasing innovation in input techniques e g voice gesture pen combined with lowering cost leading to rapid computerization by people formerly left out of the computer revolution Wider social concerns leading to improved access to computers by currently disadvantaged groups As of 2010 update the future for HCI is expected 25 to include the following characteristics Ubiquitous computing and communication Computers are expected to communicate through high speed local networks nationally over wide area networks and portably via infrared ultrasonic cellular and other technologies Data and computational services will be portably accessible from many if not most locations to which a user travels high functionality systems Systems can have large numbers of functions associated with them There are so many systems that most users technical or non technical do not have time to learn about traditionally e g through thick user manuals The mass availability of computer graphics Computer graphics capabilities such as image processing graphics transformations rendering and interactive animation become widespread as inexpensive chips become available for inclusion in general workstations and mobile devices Mixed media Commercial systems can handle images voice sounds video text formatted data These are exchangeable over communication links among users The separate consumer electronics fields e g stereo sets DVD players televisions and computers are beginning to merge Computer and print fields are expected to cross assimilate High bandwidth interaction The rate at which humans and machines interact is expected to increase substantially due to the changes in speed computer graphics new media and new input output devices This can lead to qualitatively different interfaces such as virtual reality or computational video Large and thin displays New display technologies are maturing enabling huge displays and displays that are thin lightweight and low in power use This has large effects on portability and will likely enable developing paper like pen based computer interaction systems very different in feel from present desktop workstations Information utilities Public information utilities such as home banking and shopping and specialized industry services e g weather for pilots are expected to proliferate The proliferation rate can accelerate with the introduction of high bandwidth interaction and the improvement in the quality of interfaces Scientific conferences editOne of the main conferences for new research in human computer interaction is the annually held Association for Computing Machinery s ACM Conference on Human Factors in Computing Systems usually referred to by its short name CHI pronounced kai or Khai CHI is organized by ACM Special Interest Group on Computer Human Interaction SIGCHI CHI is a large conference with thousands of attendants and is quite broad in scope It is attended by academics practitioners and industry people with company sponsors such as Google Microsoft and PayPal There are also dozens of other smaller regional or specialized HCI related conferences held around the world each year including 26 ACEICFAASRS ACE International Conference on Future Applications of AI Sensors and Robotics in Society ASSETS ACM International Conference on Computers and Accessibility CSCW ACM conference on Computer Supported Cooperative Work CC Aarhus decennial conference on Critical Computing CUI ACM conference on Conversational User Interfaces DIS ACM conference on Designing Interactive Systems ECSCW European Conference on Computer Supported Cooperative Work GROUP ACM conference on supporting group work HRI ACM IEEE International Conference on Human robot interaction HCII Human Computer Interaction International ICMI International Conference on Multimodal Interfaces ITS ACM conference on Interactive Tabletops and Surfaces MobileHCI International Conference on Human Computer Interaction with Mobile Devices and Services NIME International Conference on New Interfaces for Musical Expression OzCHI Australian Conference on Human Computer Interaction TEI International Conference on Tangible Embedded and Embodied Interaction Ubicomp International Conference on Ubiquitous computing UIST ACM Symposium on User Interface Software and Technology i USEr International Conference on User Science and Engineering INTERACT IFIP TC13 Conference on Human Computer Interaction IHCI International Conference on Intelligent Human Computer InteractionSee also editCAPTCHA Digital Live Art Feminist HCI HCI Bibliography a web based project to provide a bibliography of Human Computer Interaction literature Information architecture Information design Mindfulness and technology Outline of human computer interaction Turing test User experience design nbsp Human computer interaction portal Human City InteractionFootnotes edit Carlisle James H June 1976 Evaluating the impact of office automation on top management communication Proceedings of the June 7 10 1976 national computer conference and exposition on AFIPS 76 Proceedings of the June 7 10 1976 National Computer Conference and Exposition pp 611 616 doi 10 1145 1499799 1499885 S2CID 18471644 Use of human computer interaction appears in references Suchman Lucy 1987 Plans and Situated Action The Problem of Human Machine Communication New York Cambridge Cambridge University Press ISBN 9780521337397 Retrieved 7 March 2015 Dourish Paul 2001 Where the Action Is The Foundations of Embodied Interaction Cambridge MA MIT Press ISBN 9780262541787 a b c Hewett Baecker Card Carey Gasen Mantei Perlman Strong Verplank ACM SIGCHI Curricula for Human Computer Interaction ACM SIGCHI Archived from the original on 17 August 2014 Retrieved 15 July 2014 Gurcan Fatih Cagiltay Nergiz Ercil Cagiltay Kursat 2021 02 07 Mapping Human Computer Interaction Research Themes and Trends from Its Existence to Today A Topic Modeling Based Review of past 60 Years International Journal of Human Computer Interaction 37 3 267 280 doi 10 1080 10447318 2020 1819668 ISSN 1044 7318 S2CID 224998668 Ergoweb What is Cognitive Ergonomics Ergoweb com Archived from the original on September 28 2011 Retrieved August 29 2011 NRC Backgrounder on the Three Mile Island Accident Nrc gov Archived from the original on August 24 2019 Retrieved August 29 2011 Report of the President s Commission on the Accident at Three Miles Island PDF 2019 03 14 Archived from the original PDF on 2011 04 09 Retrieved 2011 08 17 Grudin Jonathan 1992 Utility and usability research issues and development contexts Interacting with Computers 4 2 209 217 doi 10 1016 0953 5438 92 90005 z Chalmers Matthew Galani Areti 2004 Seamful interweaving Proceedings of the 5th conference on Designing interactive systems Processes practices methods and techniques PDF pp 243 252 doi 10 1145 1013115 1013149 ISBN 978 1581137873 S2CID 12500442 Archived PDF from the original on 2020 08 01 Retrieved 2019 10 04 Barkhuus Louise Polichar Valerie E 2011 Empowerment through seamfulness smart phones in everyday life Personal and Ubiquitous Computing 15 6 629 639 doi 10 1007 s00779 010 0342 4 Rogers Yvonne 2012 HCI Theory Classical Modern and Contemporary Synthesis Lectures on Human Centered Informatics 5 2 1 129 doi 10 2200 S00418ED1V01Y201205HCI014 Sengers Phoebe Boehner Kirsten David Shay Joseph Kaye 2005 Reflective design Proceedings of the 4th decennial conference on Critical computing Between sense and sensibility Vol 5 pp 49 58 doi 10 1145 1094562 1094569 ISBN 978 1595932037 S2CID 9029682 Green Paul 2008 Iterative Design Lecture presented in Industrial and Operations Engineering 436 Human Factors in Computer Systems University of Michigan Ann Arbor MI February 4 2008 Kaptelinin Victor 2012 Activity Theory In Soegaard Mads and Dam Rikke Friis eds Encyclopedia of Human Computer Interaction The Interaction Design org Foundation Available online at http www interaction design org encyclopedia activity theory html Archived 2012 03 23 at the Wayback Machine The Case for HCI Design Patterns Archived from the original on 2019 09 28 Retrieved 2019 08 26 Friedman B Kahn Jr P H Borning A amp Kahn P H 2006 Value Sensitive Design and information systems Human Computer Interaction and Management Information Systems Foundations ME Sharpe New York 348 372 Wickens Christopher D John D Lee Yili Liu and Sallie E Gordon Becker An Introduction to Human Factors Engineering Second ed Upper Saddle River NJ Pearson Prentice Hall 2004 185 193 Brown C Marlin Human Computer Interface Design Guidelines Intellect Books 1998 2 3 Posard Marek 2014 Status processes in human computer interactions Does gender matter Computers in Human Behavior 37 37 189 195 doi 10 1016 j chb 2014 04 025 Posard Marek Rinderknecht R Gordon 2015 Do people like working with computers more than human beings Computers in Human Behavior 51 232 238 doi 10 1016 j chb 2015 04 057 Dong Hai Hussain Farookh Elizabeth Chang 2010 A human centered semantic service platform for the digital ecosystems environment World Wide Web 13 1 2 75 103 doi 10 1007 s11280 009 0081 5 hdl 20 500 11937 29660 S2CID 10746264 Krucoff Max O Rahimpour Shervin Slutzky Marc W Edgerton V Reggie Turner Dennis A 2016 01 01 Enhancing Nervous System Recovery through Neurobiologics Neural Interface Training and Neurorehabilitation Frontiers in Neuroscience 10 584 doi 10 3389 fnins 2016 00584 PMC 5186786 PMID 28082858 Fischer Gerhard 1 May 2000 User Modeling in Human Computer Interaction User Modeling and User Adapted Interaction 11 1 2 65 86 doi 10 1023 A 1011145532042 SINHA Gaurav SHAHI Rahul SHANKAR Mani Human Computer Interaction In Emerging Trends in Engineering and Technology ICETET 2010 3rd International Conference on IEEE 2010 p 1 4 Conference Search hci www confsearch org Archived from the original on 2009 08 20 Retrieved 2009 05 15 Further reading editAcademic overviews of the field Julie A Jacko Ed 2012 Human Computer Interaction Handbook 3rd Edition CRC Press ISBN 1 4398 2943 8 Andrew Sears and Julie A Jacko Eds 2007 Human Computer Interaction Handbook 2nd Edition CRC Press ISBN 0 8058 5870 9 Julie A Jacko and Andrew Sears Eds 2003 Human Computer Interaction Handbook Mahwah Lawrence Erlbaum amp Associates ISBN 0 8058 4468 6 Dix A 2004 Human computer interaction 3rd ed Pearson Education ISBN 0 1304 6109 1 Historically important classic citation needed Stuart K Card Thomas P Moran Allen Newell 1983 The Psychology of Human Computer Interaction Erlbaum Hillsdale 1983 ISBN 0 89859 243 7 Overviews of history of the field Jonathan Grudin A moving target The evolution of human computer interaction In Andrew Sears and Julie A Jacko Eds 2007 Human Computer Interaction Handbook 2nd Edition CRC Press ISBN 0 8058 5870 9 Myers Brad 1998 A brief history of human computer interaction technology Interactions 5 2 44 54 CiteSeerX 10 1 1 23 2422 doi 10 1145 274430 274436 S2CID 8278771 John M Carroll Human Computer Interaction History and Status Encyclopedia Entry at Interaction Design org Carroll John M 2010 Conceptualizing a possible discipline of human computer interaction Interacting with Computers 22 1 3 12 doi 10 1016 j intcom 2009 11 008 Sara Candeias S and A Veiga The dialogue between man and machine the role of language theory and technology Sandra M Aluisio amp Stella E O Tagnin New Language Technologies and Linguistic Research A Two Way Road cap 11 Cambridge Scholars Publishing ISBN 978 1 4438 5377 4 Social science and HCI Nass Clifford Fogg B J Moon Youngme 1996 Can computers be teammates International Journal of Human Computer Studies 45 6 669 678 doi 10 1006 ijhc 1996 0073 Nass Clifford Moon Youngme 2000 Machines and mindlessness Social responses to computers Journal of Social Issues 56 1 81 103 doi 10 1111 0022 4537 00153 S2CID 15851410 Posard Marek N 2014 Status processes in human computer interactions Does gender matter Computers in Human Behavior 37 189 195 doi 10 1016 j chb 2014 04 025 Posard Marek N Rinderknecht R Gordon 2015 Do people like working with computers more than human beings Computers in Human Behavior 51 232 238 doi 10 1016 j chb 2015 04 057 Academic journals ACM Transactions on Computer Human Interaction Behaviour amp Information Technology 1 Interacting with Computers International Journal of Human Computer Interaction International Journal of Human Computer Studies Human Computer Interaction 2 3 Collection of papers Ronald M Baecker Jonathan Grudin William A S Buxton Saul Greenberg Eds 1995 Readings in human computer interaction Toward the Year 2000 2 ed Morgan Kaufmann San Francisco 1995 ISBN 1 55860 246 1 Mithun Ahamed Developing a Message Interface Architecture for Android Operating Systems 2015 4 Treatments by one or few authors often aimed at a more general audience Jakob Nielsen Usability Engineering Academic Press Boston 1993 ISBN 0 12 518405 0 Donald A Norman The Psychology of Everyday Things Basic Books New York 1988 ISBN 0 465 06709 3 Jef Raskin The Humane Interface New directions for designing interactive systems Addison Wesley Boston 2000 ISBN 0 201 37937 6 Bruce Tognazzini Tog on Interface Addison Wesley Reading 1991 ISBN 0 201 60842 1 Textbooks Alan Dix Janet Finlay Gregory Abowd and Russell Beale 2003 Human Computer Interaction 3rd Edition Prentice Hall 2003 http hcibook com e3 ISBN 0 13 046109 1 Yvonne Rogers Helen Sharp amp Jenny Preece Interaction Design Beyond Human Computer Interaction 3rd ed John Wiley amp Sons Ltd 2011 ISBN 0 470 66576 9 Helen Sharp Yvonne Rogers amp Jenny Preece Interaction Design Beyond Human Computer Interaction 2nd ed John Wiley amp Sons Ltd 2007 ISBN 0 470 01866 6 Matt Jones interaction designer and Gary Marsden 2006 Mobile Interaction Design John Wiley and Sons Ltd External links edit nbsp Wikimedia Commons has media related to Human computer interaction Bad Human Factors Designs The HCI Wiki Bibliography with over 100 000 publications The HCI Bibliography Over 100 000 publications about HCI Human Centered Computing Education Digital Library HCI Webliography Retrieved from https en wikipedia org w index php title Human computer interaction amp oldid 1222972301, wikipedia, wiki, book, books, library,

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