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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)".

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]

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

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:

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 user models, Activity Theory, or ethnomethodological accounts of human–computer use.[12]

cognitivist

Perspectives that critically reflect upon the values that underlie computational design, computer use, and HCI research practice.

[13]

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:


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.

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.

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.

Empirical

: 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

Iterative design

they were added in casual afterthought

they were hastily patched in to address newly discovered

security bugs

they address very complex without the benefit of a software wizard

use cases

their interface designers lacked understanding of related security concepts

their interface designers were not usability experts (often meaning they were the application developers themselves)

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, , pen), combined with lowering cost, leading to rapid computerization by people formerly left out of the computer revolution.

gesture

Wider social concerns leading to improved access to computers by currently disadvantaged groups

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:


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

CAPTCHA

Digital Live Art

Feminist HCI

a web-based project to provide a bibliography of Human Computer Interaction literature

HCI Bibliography

Information architecture

Information design

Mindfulness and technology

Outline of human–computer interaction

Turing test

User experience design

icon

Human–computer interaction portal

Human City Interaction

Julie A. Jacko (Ed.). (2012). Human–Computer Interaction Handbook (3rd Edition). CRC Press.  1-4398-2943-8

ISBN

and Julie A. Jacko (Eds.). (2007). Human–Computer Interaction Handbook (2nd Edition). CRC Press. ISBN 0-8058-5870-9

Andrew Sears

Julie A. Jacko and Andrew Sears (Eds.). (2003). Human–Computer Interaction Handbook. Mahwah: Lawrence Erlbaum & Associates.  0-8058-4468-6

ISBN

Dix, A. (2004). Human–computer interaction (3rd ed.). Pearson Education.  0-1304-6109-1

ISBN

Bad Human Factors Designs

with over 100,000 publications.

The HCI Wiki Bibliography

Over 100,000 publications about HCI.

The HCI Bibliography

Human-Centered Computing Education Digital Library

HCI Webliography