IT-200: Human Computer Interaction - Programming
After reading the Human-Computer Interaction article in the Shapiro Library, you should have a better understanding of why the field of human-computer interaction (HCI) exists, the advancements that have been made, and the impact it has on individuals.In this discussion, you will be viewing videos that emphasize the importance of human-computer interaction. The first video features modern teenagers struggling with a common technology interaction from the twentieth century: dialing on a rotary telephone. In the second video, Steve Jobs unveils the original iPhone and describes how its versatile touchscreen differs from other common interfaces at the time. The third video, from 2017, shows a newer and increasingly common human-computer interaction: the touchscreen ordering kiosk.While viewing these videos, consider how the people interact with the technology they are using. What interface elements are demonstrated in each video? How do these interfaces improve or hinder their ability to interact with technology and accomplish their goals?Video: 17 Year Olds Dial a Rotary PhoneVideo: Apple Keynote 2007 Complete - iPhone (Watch the first 14 minutes of this video.)Video: McDonald’s Bukit Bintang Self-Service Kiosk ReviewIn your initial post, discuss how a particular human-computer interface might impact a person’s satisfaction with and ability to use technology. Then, describe another example of a technology product and the human-computer interface you use to interact with that product, such as a wearable device or a self-service checkout machine. In your post, discuss the positives and negatives of the experience, with a focus on how HCI elements allow you to interact with the technology. Finally, describe how interacting with that technology compares to the way you were accustomed to doing that task before.In your responses to your peers, identify ways you could change the negative human-computer interaction elements mentioned in their post for a more positive experience.I HAVE ATTACHED A PDF OF THE ARTICLE PEER DISCUSSIONS TO RESPOND TO:I play video games whenever I have free time as I have for the last 30 years, so you could say I have been interfacing with a computer since before I could read. The video game controller has a very real impact on the comfort of the person playing the game and has evolved from being basic square shapes that were not the most comfortable to hold to something that is completely ergonomic. Video game HCIs are many and as varied as anyone could ever imagine, from one hand controllers to VR headsets to haptic vest and headphones, steering wheels to airplanes control sticks, any manner of items that look like gun or swords. These all add to the immersion of the experience you want to have. One of my favorites is to use one of VR headsets to watch movies, you can view movie anywhere from the beach to the Moon. When playing PC games, I use some specially customized HCIs, to the point that when I must play games without them and can only use a basic keyboard and mouse, I must relearn to play the game. this is a real negative and has caused me too no longer play games on my laptop. Over the years, there has been new paraphernalia in which to interface with my games, adapting to new HCIs is what I have become accustomed to do.
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Human-Computer Interaction.
Authors:
Lee, M., B.A., M.A.
Source:
Salem Press Encyclopedia of Science, 2018. 5p.
Document Type:
Article
Subject Terms:
Human-computer interaction
Abstract:
Human-computer interaction is an interdisciplinary science
with the primary goal of harnessing the full potential of
computer and communication systems for the benefit of
individuals and groups. HCI researchers design and
implement innovative interactive technologies that are not
only useful but also easy and pleasurable to use and
anticipate and satisfy the specific needs of the user. The
study of HCI has applications throughout every realm of
modern life, including work, education, communications,
health care, and recreation.
Full Text Word
Count:
3120
Accession
Number:
89250486
Database:
Research Starters
Human-Computer Interaction
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Summary
Listen
Human-computer interaction (HCI) is a field concerned with the study, design,
implementation, evaluation, and improvement of the ways in which human
beings use or interact with computer systems. The importance of humancomputer interaction within the field of computer science has grown in tandem
with technologys potential to help people accomplish an increasing number
and variety of personal, professional, and social goals. For example, the
development of user-friendly interactive computer interfaces, websites,
games, home appliances, office equipment, art installations, and information
distribution systems such as advertising and public awareness campaigns are
all applications that fall within the realm of HCI.
Definition and Basic Principles
Human-computer interaction is an interdisciplinary science with the primary
goal of harnessing the full potential of computer and communication systems
for the benefit of individuals and groups. HCI researchers design and
implement innovative interactive technologies that are not only useful but also
easy and pleasurable to use and anticipate and satisfy the specific needs of
the user. The study of HCI has applications throughout every realm of modern
life, including work, education, communications, health care, and recreation.
The fundamental philosophy that guides
HCI is the principle of user-centered
design. This philosophy proposes that the
development of any product or interface
should be driven by the needs of the
person or people who will ultimately use
it, rather than by any design
Human use of computers is a
considerations that center around the
major focus of the field of HCI
object itself. A key element of usability is
By Todd Huffman [CC-BY-2.0
affordance, the notion that the
(http://creativecommons.org/licenses/by/2.0)],
appearance of any interactive element
via Wikimedia Commons
should suggest the ways in which it can
be manipulated. For example, the use of
shadowing around a button on a website might help make it look threedimensional, thus suggesting that it can be pushed or clicked. Visibility is
closely related to affordance; it is the notion that the function of all the controls
with which a user interacts should be clearly mapped to their effects. For
example, a label such as “Volume Up” beneath a button might indicate exactly
what it does. Various protocols facilitate the creation of highly usable
applications. A cornerstone of HCI is iterative design, a method of
development that uses repeated cycles of feedback and analysis to improve
each prototype version of a product, instead of simply creating a single design
and launching it immediately. To learn more about the people who will
eventually use a product and how they will use it, designers also make use of
ethnographic field studies and usability tests.
Background and History
Before the advent of the personal computer, those who interacted with
computers were largely technology specialists. In the 1980s, however, more
and more individual users began making use of software such as wordprocessing programs, computer games, and spreadsheets. HCI as a field
emerged from the growing need to redesign such tools to make them practical
and useful to ordinary people with no technical training. The first HCI
researchers came from a variety of related fields: cognitive science,
psychology, computer graphics, human factors (the study of how human
capabilities affect the design of mechanical systems), and technology. Among
the thinkers and researchers whose ideas have shaped the formation of HCI
as a science are John M. Carroll, best known for his theory of minimalism (an
approach to instruction that emphasizes real-life applications and the chunking
of new material into logical parts), and Adele Goldberg, whose work on early
software interfaces at the Palo Alto Research Center (PARC) was instrumental
in the development of the modern graphical user interface.
In the early days of HCI, the notion of usability was simply defined as the
degree to which a computer system was easy and effective to use. However,
usability has come to encompass a number of other qualities, including
whether an interface is enjoyable, encourages creativity, relieves tension,
anticipates points of confusion, and facilitates the combined efforts of multiple
users. In addition, there has been a shift in HCI away from a reliance on
theoretical findings from cognitive science and toward a more hands-on
approach that prioritizes field studies and usability testing by real participants.
How It Works
Input and Output Devices. The essential goal of HCI is to improve the ways
in which information is transferred between a user and the machine he or she
is using. Input and output devices are the basic tools HCI researchers and
professionals use for this purpose. The more sophisticated the interaction
between input and output devices—the more complex the feedback loop
between the two directions of information flow—the more the human user will
be able to accomplish with the machine.
An input device is any tool that delivers data of some kind from a human to a
machine. The most familiar input devices are the ones associated with
personal computers: keyboards and mice. Other commonly used devices
include joysticks, trackballs, pen styluses, and tablets. Still more
unconventional or elaborate input devices might take the shape of head gear
designed to track the movements of a users head and neck, video cameras
that track the movements of a users eyes, skin sensors that detect changes in
body temperature or heart rate, wearable gloves that precisely track hand
gestures, or automatic speech recognition devices that translate spoken
commands into instructions that a machine can understand. Some input
devices, such as the sensors that open automatic doors at the fronts of banks
or supermarkets, are designed to record information passively, without the
user having to take any action.
An output device is any tool that delivers information from a machine to a
human. Again, the most familiar output devices are those associated with
personal computers: monitors, flat-panel displays, and audio speakers. Other
output devices include wearable head-mounted displays or goggles that
provide visual feedback directly in front of the users field of vision and fullbody suits that provide tactile feedback to the user in the form of pressure.
Perceptual-Motor Interaction. When HCI theorists speak about perceptualmotor interaction, what they are referring to is the notion that users
perceptions—the information they gather from the machine—are inextricably
linked to their physical actions, or how they relate to the machine. Computer
systems can take advantage of this by using both input and output devices to
provide feedback about the users actions that will help him or her make the
next move. For example, a word on a website may change in color when a
user hovers the mouse over it, indicating that it is a functional link. A joystick
being used in a racing game may exert what feels like muscular tension or
pressure against the users hand in response to the device being steered to
the left or right. Ideally, any feedback a system gives a user should be aligned
to the physical direction in which he or she is moving an input device. For
example, the direction in which a cursor moves on screen should be the same
as the direction in which the user is moving the mouse. This is known as
kinesthetic correspondence.
Another technique HCI researchers have devised to facilitate the feedback
loop between a users perceptions and actions is known as augmented reality.
With this approach, rather than providing the user with data from a single
source, the output device projects digital information, such as labels,
descriptions, charts, and outlines, on the physical world. When an engineer is
looking at a complex mechanical system, for example, the display might show
what each part in the system is called and enable him or her to call up
additional troubleshooting or repair information.
Applications and Products
Computers. At one time, interacting with a personal computer required
knowing how to use a command-line interface in which the user typed in
instructions—often worded in abstract technical language—for a computer to
execute. A graphical user interface, based on HCI principles, supplements or
replaces text-based commands with visual elements such as icons, labels,
windows, widgets, menus, and control buttons. These elements are controlled
using a physical pointing device such as a mouse. For instance, a user may
use a mouse to open, close, or resize a window or to pull down a list of
options in a menu in order to select one. The major advantage graphical user
interfaces have over text-based interfaces is that they make completing tasks
far simpler and more intuitive. Using graphic images rather than text reduces
the amount of time it takes to interpret and use a control, even for a novice
user. This enables users to focus on the task at hand rather than to spend
time figuring out how to manipulate the technology itself. For instance, rather
than having to recall and then correctly type in a complicated command, a
user can print a particular file by selecting its name in a window, opening it,
and clicking on an icon designed to look like a printer. Similarly, rather than
choosing options from a menu in order to open a certain file within an
application, a user might drag and drop the icon for the file onto the icon for
the application.
Besides helping individuals navigate through and execute commands in
operating systems, software engineers also use HCI principles to increase the
usability of specific computer programs. One example is the way pop-up
windows appear in the word-processing program Microsoft Word when a user
types in the salutation in a letter or the beginning item in a list. The program is
designed to recognize the users task, anticipate the needs of that task, and
offer assistance with formatting customized to that particular kind of writing.
Consumer Appliances. Besides computers, a host of consumer appliances
use aspects of HCI design to improve usability. Graphic icons are ubiquitous
parts of the interfaces commonly found on cameras, stereos, microwave
ovens, refrigerators, and televisions. Smartphones such as Apples iPhone
rely on the same graphic displays and direct manipulation techniques as used
in full-sized computers. Many also add extra tactile, or haptic, dimensions of
usability such as touchscreen keyboards and the ability to rotate windows on
the device by physically rotating the device itself in space. Entertainment
products such as video game consoles have moved away from keyboard and
joystick interfaces, which may not have kinesthetic correspondence, toward
far more sophisticated controls. The hand-held device that accompanies the
Nintendo Wii, for instance, allows players to control the motions of avatars
within a game through the natural movements of their own bodies. Finally, HCI
research influences the physical design of many household devices. For
example, a plug for an appliance designed with the user in mind might be
deliberately shaped so that it can be inserted into an outlet in any orientation,
based on the understanding that a user may have to fit several plugs into a
limited amount of space, and many appliances have bulky plugs that take up a
lot of room.
Increasingly, HCI research is helping appliance designers move toward
multimodal user interfaces. These are systems that engage the whole array of
human senses and physical capabilities, match particular tasks to the
modalities that are the easiest and most effective for people to use, and
respond in tangible ways to the actions and behaviors of users. Multimodal
interfaces combine input devices for collecting data from the human user
(such as video cameras, sound recording devices, and pressure sensors) with
software tools that use statistical analysis or artificial intelligence to interpret
these data (such as natural language processing programs and computer
vision applications). For example, a multimodal interface for a GPS system
installed in an automobile might allow the user to simply speak the name of a
destination aloud rather than having to type it in while driving. The system
might use auditory processing of the users voice as well as visual processing
of his or her lip movements to more accurately interpret speech. It might also
use a camera to closely follow the movements of the users eyes, tracking his
or her gaze from one part of the screen to another and using this information
to helpfully zoom in on particular parts of the map or automatically select a
particular item in a menu.
Similarly, in 2015, Amazon took the technology of the Bluetooth speaker one
step further with its release of the Echo device. This speaker has a built-in
program that allows the user to give voice commands to instruct the device to
play certain music or to sync up with other applications and devices.
Workplace Information Systems. HCI research plays an important role in
many products that enable people to perform workplace tasks more
effectively. For example, experimental computer systems are being designed
for air traffic control that will increase safety and efficiency. Such systems work
by collecting data about the operators pupil size, facial expression, heart rate,
and the forward momentum and intensity of his or her mouse movements and
clicks. This information helps the computer interpret the operators behavior
and state of mind and respond accordingly. When an airplane drifts slightly off
its course, the system analyzes the operators physical modalities. If his or her
gaze travels quickly over the relevant area of the screen, with no change in
pupil size or mouse click intensity, the computer might conclude that the
operator has missed the anomaly and attempt to draw attention to it by using
a flashing light or an alarm.
Other common workplace applications of HCI include products that are
designed to facilitate communication and collaboration between team
members, such as instant messaging programs, wikis (collaboratively edited
Web sites), and videoconferencing tools. In addition, HCI principles have
contributed to many project management tools that enable groups to schedule
and track the progress they are making on a shared task or to make changes
to common documents without overriding someone elses work.
Education and Training. Schools, museums, and businesses all make use of
HCI principles when designing educational and training curricula for students,
visitors, and staff. For example, many school districts are moving away from
printed textbooks and toward interactive electronic programs that target a
variety of information-processing modalities through multimedia. Unlike paper
and pencil worksheets, such programs also provide instant feedback, making
it easier for students to learn and understand new concepts. Businesses use
similar programs to train employees in such areas as the use of new software
and the companys policies on issues of workplace ethics. Many art and
science museums have installed electronic kiosks with touchscreens that
visitors can use to learn more about a particular exhibit. HCI principles
underlie the design of such kiosks. For example, rather than using a textheavy interface, the screen on an interactive kiosk at a science museum might
display video of a museum staff member talking to the visitor about each
available option.
Careers and Course Work
The paths toward becoming a HCI professional are extraordinarily varied.
Bachelors degrees in cognitive science, neuroscience, computer science,
graphic design, psychology, engineering, art, and many other fields could
serve as appropriate preparation for a career as someone who uses HCI
principles. No matter which concentration an aspiring HCI researcher or
student chooses, it is important to acquire basic programming skills, a broad
understanding of human psychophysiology, and some practical experience or
training with either graphic design or product design. Common areas of work
include developing websites; computer operating systems; interfaces for
consumer appliances such as cell phones, printers, or cameras; and
educational materials such as interactive employee training courses,
advertising campaigns, or any other applications that demand accessible,
learnable, and usable computer systems. Although a graduate degree is not
required for entering the field, many universities offer specialized masters
programs in HCI.
Social Context and Future Prospects
As HCI moves forward with research into multimodal interfaces and ubiquitous
computing, notion of the computer as an object separate from the user may
eventually be relegated to the archives of technological history, to be replaced
by wearable machine interfaces that can be worn like clothing on the users
head, arm, or torso. Apple released its second version of a smartwatch in
2016, which is designed to have all of the features of smartphones in a
wearable, theoretically more convenient format. Much like other wearable
gadgets such as the Fitbit, playing into societys increased concern with
exercise and overall health, the watch has the ability to track human
components such as heart rate and serve as a GPS that can map running,
walking, and biking routes. Virtual reality interfaces have been developed that
are capable of immersing the user in a 360-degree space that looks, sounds,
feels, and perhaps even smells like a real environment—and with which they
can interact naturally and intuitively, using their whole bodies. As the capacity
to measure the physical properties of human beings becomes ever more
sophisticated, input devices may grow more and more sensitive; it is possible
to envision a future, for instance, in which a machine might “listen in” to the
synaptic firings of the neurons in a users brain and respond accordingly.
Indeed, it is not beyond the realm of possibility that a means could be found of
stimulating a users neurons to produce direct visual or auditory sensations.
The future of HCI research may be wide open, but its essential place in the
workplace, home, recreational spaces, and the broader human culture is
assured. As further evidence of the significance of human-computer
interactions and its place in modern technology, the organization Advancing
Technology for Humanity held its second annual International Conference on
Human-Computer Interactions in 2016.
Bibliography
Bainbridge, William Sims, editors. Berkshire Encyclopedia of HumanComputer Interaction: When Science Fiction Becomes Fact. Berkshire, 2004.
2 vols.
Gibbs, Samuel, and Alex ...
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