Human-Computer Interaction: From Wikipedia, The Free Encyclopedia

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Human-computer interaction

From Wikipedia, the free encyclopedia

This article is about the interaction between users and computers. For the direct
communication between brain cells and computers.
Human–computer interaction or HCI is the study of interaction between people (users)
and computers. It is often regarded as the intersection of computer science, behavioral
sciences, design and several other fields of study. Interaction between users and
computers occurs at the user interface (or simply interface), which includes both software
and hardware, for example, general-purpose computer peripherals and large-scale
mechanical systems, such as aircraft and power plants. The following definition is given
by the Association for Computing MachineryHYPERLINK \l "cite_note-vrshvy-0"[1]:
"Human-computer interaction is a discipline concerned with the design, evaluation
and implementation of interactive computing systems for human use and with the
study of major phenomena surrounding them."
Because human-computer interaction studies a human and a machine in conjunction, 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, and human performance are relevant. Engineering and
design methods are also relevant. Due to the multidisciplinary nature of HCI, people with
different backgrounds contribute to its success. However, due to the different value
systems of its diverse members, the collaboration can be challenging [2].
HCI is also sometimes referred to as man–machine interaction (MMI) or computer–
human interaction (CHI).
Contents
[hide]

• 1 Goals

• 2 ∆ιφφερενχεσ ωιτη ρελατεδ φιελδσ

• 3 ∆εσιγν πρινχιπλεσ

• 4 ∆εσιγν µετηοδολογιεσ

• 5 ∆ισπλαψ δεσιγν

• 6 Φυτυρε δεϖελοπµεντσ ιν ΗΧΙ[1]

• 7 Σοµε νοτεσ ον τερµινολογψ

• 8 Ηυµαν χοµπυτερ ιντερφαχε

• 9 Αχαδεµιχ χονφερενχεσ

• 9.1 Special purpose

• 9.2 Ρεγιοναλ ανδ γενεραλ ΗΧΙ

• 10 See also

• 11 Φοοτνοτεσ

• 12 Φυρτηερ ρεαδινγ

• 13 Εξτερναλ λινκσ

Goals
A basic goal of HCI is to improve the interactions between users and computers by
making computers more usable and receptive to the user's needs. Specifically, HCI is
concerned with:

• methodologies and processes for designing interfaces (i.e., given a task and a
class of users, design the best possible interface within given constraints,
optimizing for a desired property such as learnability or efficiency of use)

• methods for implementing interfaces (e.g. software toolkits and libraries; efficient
algorithms)
• techniques for evaluating and comparing interfaces

• developing new interfaces and interaction techniques

• developing descriptive and predictive models and theories of interaction

A long term goal of HCI is to design systems that minimize the barrier between the
human's cognitive model of what they want to accomplish and the computer's
understanding of the user's task.
Professional practitioners in HCI are usually designers concerned with the practical
application of design methodologies to real-world problems. Their work often revolves
around designing graphical user interfaces and web interfaces.
Researchers in HCI are interested in developing new design methodologies,
experimenting with new hardware devices, prototyping new software systems, exploring
new paradigms for interaction, and developing models and theories of interaction.

Differences with related fields


HCI differs with human factors in that there is more of a focus on users working with
computers rather than other kinds of machines or designed artifacts, and an additional
focus on how to implement the (software and hardware) mechanisms behind computers
to support human-computer interaction. HCI also differs with ergonomics in that there is
less of a focus on repetitive work-oriented tasks and procedures, and much less emphasis
on physical stress and the physical form or industrial design of physical aspects of the
user interface, such as the physical form of keyboards and mice. More discussion of the
nuances between these fields is at [2]

[edit] Design principles


When evaluating a current user interface, or designing a new user interface, it is
important to keep in mind the following experimental design principles:

• Early focus on user(s) and task(s): Establish how many users are needed to
perform the task(s) and determine who the appropriate users should be; someone
that has never used the interface, and will not use the interface in the future, is
most likely not a valid user. In addition, define the task(s) the users will be
performing and how often the task(s) need to be performed.

• Εµπιριχαλ measurement: Test the interface early on with real users who come in
contact with the interface on an everyday basis, respectively. Keep in mind that
results may be altered if the performance level of the user is not an accurate
depiction of the real human-computer interaction. Establish 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).

• Ιτερατιϖε δεσιγν: After determining the users, tasks, and empirical


measurements to include, perform the following iterative design steps:
Design the user interface
Test
Analyze results
Repeat
Repeat the iterative design process until a sensible, user-friendly interface is created.[3]

[edit] Design methodologies


A number of diverse methodologies outlining techniques for human–computer interaction
design have emerged since the rise of the field in the 1980s. Most design methodologies
stem from a model for how users, designers, and technical systems interact. Early
methodologies, for example, treated users' cognitive processes as predictable and
quantifiable and encouraged design practitioners to look to cognitive science results in
areas such as memory and attention when designing user interfaces. Modern models tend
to focus on a constant feedback and conversation between users, designers, and engineers
and push for technical systems to be wrapped around the types of experiences users want
to have, rather than wrapping user experience around a completed system.

• User-centered design: user-centered design (UCD) is a modern, widely practiced


design philosophy rooted in the idea that users must take center-stage in the
design of any computer system. Users, designers and technical practitioners work
together to articulate the wants, needs and limitations of the user and create a
system that addresses these elements. Often, user-centered design projects are
informed by ethnographic studies of the environments in which users will be
interacting with the system. This practice is similar, but not identical to
Participatory Design, which emphasizes the possibility for end-users to contribute
actively through shared design sessions and workshops.

• Πρινχιπλεσ οφ Υσερ Ιντερφαχε ∆εσιγν : these are seven principles that


may be considered at any time during the design of a user interface in any order,
namely Tolerance, Simplicity, Visibility, Affordance, Consistency, Structure and
Feedback.[4]

• See List of human-computer interaction topics#Interface design methods for more


[edit] Display design
Displays are human-made artifacts designed to support the perception of relevant system
variables and to 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 that a system generates and displays; therefore, the
information must be displayed according to principles in a manner that will support
perception, situation awareness, and understanding.
THIRTEEN PRINCIPLES OF DISPLAY DESIGN[5]
These principles of human perception and information processing 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 through utilization of these principles.
Certain principles may not be applicable to different displays or situations. Some
principles may seem 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. [6]
Perceptual Principles
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, then the operator cannot
effectively make use of them.
2. Avoid absolute judgment limits
Do not ask the user to determine the level of a variable on the basis of 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 in accordance with what is expected based on
a user’s past 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 that it will 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 discriminable 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. Unnecessary similar features should be removed and dissimilar
features should be highlighted.
Mental Model Principles
6. Principle of pictorial realism
A display should look like the variable that it represents (e.g. 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 it 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
8. Minimizing information access cost
When the user’s attention is averted 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 for 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. close 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
11. Replace memory with visual information: knowledge in the world
A user should not need to retain important information solely in working memory or to
retrieve it from long-term memory. A menu, checklist, or another display can aid the user
by easing the use of their memory. However, the use of memory may sometimes benefit
the user rather than the need for reference to some type of knowledge in the world (e.g. a
expert computer operator would rather use direct commands from their memory rather
than referring 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
attempt to eliminate resource-demanding cognitive tasks and replace them with simpler
perceptual tasks to reduce the use of the user’s mental resources. This will allow the user
to not only focus on current conditions, but also think about possible future conditions.
An example of a predictive aid is a road sign displaying the distance from a certain
destination.
13. Principle of consistency
Old habits from other displays will easily transfer to support processing of new displays
if they are designed in a consistent manner. 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.

[edit] Future developments in HCI[1]


The means by which humans interact with computers continues to evolve rapidly.
Human-computer interaction is affected by the forces shaping the nature of future
computing. These forces include:

• Decreasing hardware costs leading to larger memories 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 (i.e., voice, gesture, pen), combined


with lowering cost, leading to rapid computerization by people previously left out
of the "computer revolution."
• Wider social concerns leading to improved access to computers by currently
disadvantaged groups
The future for HCI is expected to include the following characteristics:
Ubiquitous communication Computers will 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 will have large numbers of functions associated
with them. There will be so many systems that most users, technical or non-technical,
will not have time to learn them in the traditional way (e.g., through thick manuals).
Mass availability of computer graphics Computer graphics capabilities such as image
processing, graphics transformations, rendering, and interactive animation will become
widespread as inexpensive chips become available for inclusion in general workstations.
Mixed media Systems will handle images, voice, sounds, video, text, formatted data.
These will be exchangeable over communication links among users. The separate worlds
of consumer electronics (e.g., stereo sets, VCRs, televisions) and computers will partially
merge. Computer and print worlds will continue to cross assimilate each other.
High-bandwidth interaction The rate at which humans and machines interact will
increase substantially due to the changes in speed, computer graphics, new media, and
new input/output devices. This will lead to some qualitatively different interfaces, such as
virtual reality or computational video.
Large and thin displays New display technologies will finally mature enabling very
large displays and also displays that are thin, light weight, and have low power
consumption. This will have large effects on portability and will enable the development
of paper-like, pen-based computer interaction systems very different in feel from desktop
workstations of the present.
Embedded computation Computation will pass beyond desktop computers into every
object for which uses can be found. The environment will be alive with little
computations from computerized cooking appliances to lighting and plumbing fixtures to
window blinds to automobile braking systems to greeting cards. To some extent, this
development is already taking place. The difference in the future is the addition of
networked communications that will allow many of these embedded computations to
coordinate with each other and with the user. Human interfaces to these embedded
devices will in many cases be very different from those appropriate to workstations.
Augmented reality A common staple of science fiction, augmented reality refers to the
notion of layering relevant information into our vision of the world. Existing projects
show real-time statistics to users performing difficult tasks, such as manufacturing.
Future work might include augmenting our social interactions by providing additional
information about those we converse with.
Group interfaces Interfaces to allow groups of people to coordinate will be common
(e.g., for meetings, for engineering projects, for authoring joint documents). These will
have major impacts on the nature of organizations and on the division of labor. Models of
the group design process will be embedded in systems and will cause increased
rationalization of design.
User Tailorability Ordinary users will routinely tailor applications to their own use and
will use this power to invent new applications based on their understanding of their own
domains. Users, with their deeper knowledge of their own knowledge domains, will
increasingly be important sources of new applications at the expense of generic systems
programmers (with systems expertise but low domain expertise).
Information Utilities Public information utilities (such as home banking and shopping)
and specialized industry services (e.g., weather for pilots) will continue to proliferate.
The rate of proliferation will accelerate with the introduction of high-bandwidth
interaction and the improvement in quality of interfaces.

[edit] Some notes on terminology


• HCI vs MMI. MMI has been used to refer to any man–machine interaction,
including, but not exclusively computers. The term was used early on in control
room design for anything operated on or observed by an operator, e.g. dials,
switches, knobs and gauges.

• HCI vs CHI. The acronym CHI (pronounced kai), for computer–human


interaction, has been used to refer to this field, perhaps more frequently in the past
than now. However, researchers and practitioners now refer to their field of study
as HCI (pronounced as an initialism), which perhaps rose in popularity partly
because of the notion that the human, and the human's needs and time, should be
considered first, and are more important than the machine's. This notion became
increasingly relevant towards the end of the 20th century as computers became
increasingly inexpensive (as did CPU time), small, and powerful. Since the turn
of the millennium, the field of human-centered computing has emerged with an
even more pronounced focus on understanding human beings as actors within
socio–technical systems.

• Υσαβιλιτψ vs Usefulness. Design methodologies in HCI aim to create user


interfaces that are usable, i.e. that can be operated with ease and efficiency.
However, an even more basic requirement is that the user interface be useful, i.e.
that it allows the user to complete relevant tasks.

• Ιντυιτιϖε and Natural. Software products are often touted by marketers as


being "intuitive" and "natural" to use, often simply because they have a graphical
user interface. Many researchers in HCI view such claims as unfounded (e.g. a
poorly designed GUI may be very unusable), and some object to the use of the
words intuitive and natural as vague and/or misleading, since these are very
context-dependent terms. See [7] for more discussion.

[edit] Human–computer interface


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:

• Task Environment: The conditions and goals set upon the user.

• Machine Environment: The environment that the computer is connected i.e a


laptop in a college student's dorm room.

• Areas of the Interface: Non-overlapping areas involve processes of the human


and computer not pertaining to their interaction. While the overlapping areas, only
concern themselves with the processes pertaining to their interaction.

• Input Flow: Begins in the task environment as the user has some task that
requires 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.

[edit] Academic conferences


One of the top academic conferences for new research in human-computer interaction,
especially within computer science, is the annually held ACM's Conference on Human
Factors in Computing Systems, usually referred to by its short name CHI (pronounced
kai, or khai). CHI is organized by ACM SIGCHI Special Interest Group on Computer–
Human Interaction. CHI is a large, highly competitive conference, with thousands of
attendants, and is quite broad in scope. The publication venues and the conference
policies are being continuously improved due to the vivid feedback [8] from its visitors
and contributing authors.

• CHI '95, CHI '96, CHI '97, CHI '98, CHI '99, CHI 2000, CHI 2001, CHI 2002,
CHI 2003, CHI 2004, CHI 2005, CHI 2006, CHI 2007, CHI 2008
There are also dozens of other smaller, regional or specialized HCI-related conferences
held around the world each year, the most important of which include:
[edit] Special purpose

• UIST: ACM Symposium on User Interface Software and Technology.

• ΧΣΧΩ: ACM conference on Computer Supported Cooperative Work.

• ΕΧΣΧΩ: European Conference on Computer-Supported Cooperative Work.


Alternates yearly with CSCW.

• ΙΧΜΙ: International Conference on Multimodal Interfaces.

• ΜοβιλεΗΧΙ: International Conference on Human-Computer Interaction with


Mobile Devices and Services.

• ∆ΙΣ: ACM conference on Designing Interactive Systems.

• ΝΙΜΕ: International Conference on New Interfaces for Musical Expression.

• ΗΡΙ: ACM/IEEE International Conference on Human-Robot Interaction.

• ΙΥΙ: International Conference on Intelligent User Interfaces.

• Υβιχοµπ: International Conference on Ubiquitous Computing

[edit] Regional and general HCI

• INTERACT: IFIP TC13 International Conference on Human-Computer


Interaction. Biennial, alternating years with AVI.

• ΑςΙ: International Working Conference on Advanced Visual Interfaces. Held


biennially in Italy, alternating years with INTERACT.

• ΗΧΙ Ιντερνατιοναλ: International Conference on Human-Computer Interaction.

• ΗΧΙ: British HCI Conference.

• ΟΖΧΗΙ: Australasian HCI Conference.

• ΙΗΜ: Annual French-speaking HCI Conference.

• Γραπηιχσ Ιντερφαχε: Annual Canadian computer graphics and HCI conference.


The oldest regularly scheduled conference for graphics and human-computer
interaction.

• ΝορδιΧΗΙ: Nordic Conference on Human-Computer Interaction. Biennial.


[edit] See also
• Usability

• Ηυµαν φαχτορσ / Ergonomics

• Ιντεραχτιον δεσιγν

• Φυλλ λιστ οφ ΗΧΙ−ρελατεδ τοπιχσ

[edit] Footnotes
^ a b ACM SIGCHI Curricula for Human-Computer Interaction
^ Bartneck, C., & Rauterberg, M. (2007). HCI Reality – An ‘Unreal Tournament’?
International Journal of Human Computer Studies, 65(8), 737–743 | DOI:
10.1016/j.ijhcs.2007.03.003 | view html version
^ 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.
^ Pattern Language
^ 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.
^ Jef Raskin: Intuitive Equals Familiar. In: Communications of the ACM, vol 37, no
9, September 1994, pp. 17–18, [1]
^ Bartneck, C. (2008). What Is Good? – A Comparison Between The Quality Criteria
Used In Design And Science. Proceedings of the Conference on Human Factors
in Computing Systems (CHI2008), Florence pp. 2485–2492. DOI:
10.1145/1358628.1358705

[edit] Further reading


• Academic overview of the field by many authors:

• Andrew Sears and Julie A. Jacko (Eds.). (2007). Handbook for Human
Computer Interaction (2nd Edition). CRC Press. ISBN 0-8058-5870-9
• ϑυλιε Α. ϑαχκο and Andrew Sears (Eds.). (2003). Handbook for Human
Computer Interaction. Mahwah: Lawrence Erlbaum & Associates. ISBN
0-8058-4468-6

• Historically important classic:

• Stuart K. Card, Thomas P. Moran, Allen Newell (1983): The Psychology


of Human–Computer Interaction. Erlbaum, Hillsdale 1983 ISBN 0-89859-
243-7

• Overview of history of the field:

• Brad A. Myers: A brief history of human–computer interaction


technology. Interactions 5(2):44–54, 1998, ISSN 1072–5520 ACM Press.
http://doi.acm.org/10.1145/274430.274436

• Academic journals:

• Behaviour & Information Technology [3]

• International Journal of Human-Computer Interaction

• Human-Computer Interaction [4] [5]

• Collection of key 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 1-558-60246-1

• 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

• ∆οναλδ Α. Νορµαν: The Psychology of Everyday Things. Basic Books,


New York 1988 ISBN 0-465-06709-3

• ϑεφ Ρασκιν: The humane interface. New directions for designing


interactive systems. Addison-Wesley, Boston 2000 ISBN 0-201-37937-6

• Βεν Σηνειδερµαν and Catherine Plaisant: Designing the User Interface:


Strategies for Effective Human–Computer Interaction. 4th ed. Addison
Wesley, 2004 ISBN 0-321-19786-0

• Βρυχε Τογναζζινι: Tog on Interface. Addison-Wesley, Reading 1991


ISBN 0-201-60842-1
• Textbooks that could be used in a classroom:

• Alan Dix, Janet Finlay, Gregory Abowd, and Russell Beale (2003):
Human–Computer Interaction. 3rd Edition. Prentice Hall, 2003.
http://hcibook.com/e3/ ISBN 0-13046-109-1

• Helen Sharp, Yvonne Rogers & Jenny Preece: Interaction Design: Beyond
Human–Computer Interaction, 2nd ed. John Wiley & Sons Ltd., 2007
ISBN 0-470-01866-6

• See also List of user interface literature

• See also readings on hcibib.org

[edit] External links


• Bad Human Factors Designs

• Τηε ΗΧΙ Βιβλιογραπηψ Over 34,000 publications about HCI.

• Ηυµαν−Χεντερεδ Χοµπυτινγ Εδυχατιον ∆ιγιταλ Λιβραρψ

• Υσαβιλιτψ ςιεωσ

• ΗΧΙ Ωεβλιογραπηψ with a list of about 100 HCI Organizations worldwide

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