An introduction to Human-Computer Interaction
Humans interact with computers in many ways since the interface between humans and computers is crucial to facilitate this interaction.
Human-Computer Interaction, more widely known by its acronym HCI, was created in the early nineties of the twentieth century as a specialized branch of computer science dealing with cognitive science, Human factors and ergonomics, as well as design methods.
It is a modern and varied knowledge and technology of studying, designing, implementing, and evaluating computing systems involved in interactions between human users on the one hand, and computers and software intelligent agents on the other. Besides, HCI aims to enhance user-computer interactions by making computers more responsive to users’ needs.
HCI was first addressed in a paper written by Shakel in 1959, on “The ergonomics of a computer”. After Shakel, Licklider produced a seminal paper in 1960 called “Man – Computer Symbiosis” which sees man and computer living together. In 1969 the first HCI conference and first specialist journal was held and in 1980s three other HCI journals and conferences were launched, according to Diaper 2005.
HCI addresses four major concepts, which include human as an individual user, or a group of users working together; computer like desktop computer, large-scale computer system, pocket PC, or embedded system, user interface which is the parts of the computer that the user contacts with, and interaction that involves a dialog with feedback and control throughout performing a task.
HCI Goals
At physical level, HCI concerns with the selection of the most appropriate input and output devices for a particular interface or task.
HCI also determine the best style of interaction, such as direct manipulation, natural language (speech, written input), WIMP (windows, icons, menus, pointers), etc.
It develops or improves following items related to systems that include computers:
- Safety: protecting the user from dangerous conditions and undesirable situations
- Utility: extent of providing the right kind of functionality so that users can do what they need or want to do.
- Effectiveness: includes a user’s ability to accomplish a desired goal or to carry out work
- Efficiency: a measure of how quickly users can accomplish their goals or finish their work using the system
- Usability: ease of learning and ease of use
- Appeal: how well the user likes the system
Brad Myers (1998) determines that HCI first started in university research in direct manipulation of graphical objects, and then was presented in commercial research and commercial products.
Areas of modern HCI research
Myers highlights the following fields addressed by the modern HCI research:
- Gesture Recognition: pen-based input device,
- Multi-Media: multiple windows and integrated text and graphics
- 3-D: ultrasonic 3D location sensing system
- Virtual Reality and “Augmented Reality”: NASA supports much of the early research on head-mounted displays and on the DataGlove.
- Computer Supported Cooperative Work: the remote participation of multiple people at various sites
- Natural language and speech: fundamental research for speech and natural language understanding and generation
HCI benefits
- Gaining market share
- Improving productivity
- Lowering support costs
- Reducing development cost
HCI in future
Since human-computer interaction involves transducers between humans and machines and because humans are sensitive to response times, viable human interfaces are more technology-sensitive than many parts of computer science, according to Prof. Dimna Shorabh.
For instance, he adds, the development of the mouse gave rise to the point-and-click style of editor interface and the mouse-based graphics program.
Partially based on the above trends, we expect a future for HCI with some of the following characteristics:
- Inclusive and all-embracing communications
- Excellent applicable systems
- Availability of components of computer graphics everywhere, cheap and compatible with all systems
- Combination and mixture of different types of media (audio, image, movie, animation, etc.)
- High bandwidth interactions
- Small computers embedded in all devices
- Group User Interfaces (Conferences, …)
- Extensive features of user interface organizing components
- Components of applied information (Online Shopping, …)
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