Human-Computer Interaction
The study of how individuals interact with computing technology, known as Human-Computer Interaction (HCI), focuses on psychological aspects (Olson & Olson 2003). HCI integrates psychology, social sciences, computer science, and technology. In the past two decades, researchers in HCI have analyzed and designed user interface technologies, improved technology development processes, and evaluated new applications. The objective is to create software and hardware that are both functional and user-friendly while also visually appealing.
Psychologists have been studying how people interact with computers in order to gain technical knowledge and develop methodologies. The research began with Card et al.'s (1983) study, which aimed to distinguish computer use knowledge from specific behaviors. This allowed researchers to identify significant behaviors. Subsequent studies by other researchers expanded upon this initial work, further improving it.
...One important contribution came from Kieras and Meyer (1997) with their widely recognized ‘EPIC’ model. Cognitive modeling has also shown practical applications, such as Gray et al. (1993) using it to evaluate two telephone operator keyboards and successfully predicting and confirming enactment times between them.
Others have also utilized this approach in application designs such as CAD for banking and engineering fields. While this model is considered highly effective, it does not have universal application. This leads us to the second line of theoretical research called Distributed Cognition, which places more emphasis on the social and contextual factors in work.
Recognizing the interconnectedness between people's actions and the objects they create, particularly in the workplace, has been a key aspect of research in HCI (Olson 1994). While earlier theories and applications in HCI mainly focused on office tasks such as word processors and spreadsheets, there was
significant advancement in the late 1990s with investigations into information-retrieval behavior. Pirolli & Card (1999), for instance, examined the surfing techniques of web users and the decisions they made when moving between sources on the web. These investigations underscored the significance of displaying search results in a way that provides clues for appropriate selection.
When using Google's search engine to search for hotels in Grenada, the display below the main search headings provides users with an idea of what to expect when visiting the main link. The work of Card and Pirolli has played a crucial role in the design and application of search engines today, as they focused on time efficiency in internet searches. With the accessibility of the internet to the general public, web interface design has become a challenging topic within human-computer interaction. Developers and designers of computer interfaces now heavily rely on techniques and guidelines developed in this field. In Ben Shneiderman's book "Designing the User Interface," he defines eight main principles that designers should follow to create a useful and efficient interface, with the first principle being consistency.
Consistency is crucial in a user interface, both in terms of screen layouts within each screen and across different applications within a graphical user environment. Additionally, it is essential to incorporate shortcuts for frequent users to streamline their tasks and avoid frustratingly lengthy procedures.
One instance of this is the incorporation of shortcut icons in Microsoft Word, which enable users to accomplish intricate tasks with a single click. Moreover, it is crucial to offer clear feedback to users. If a command is inputted without any indication of its execution, it can cause perplexity and disorientation
for the user.
The Save function in Microsoft Word activates a status bar at the bottom of the screen to indicate completion, which is essential for informing users about task completion. Dialogues should be designed to provide closure, resembling a conversation with a distinct start, middle, and finish.
The user requires confirmation of successful task completion and user-friendly error handling that allows for mistake correction. The system should be capable of managing any errors made by the user, providing concise and clear information about the specific error.
The user should find it simple to correct their mistake. Additionally, actions should be easily reversible, allowing users to undo what they have done. This will alleviate any fear of taking action, as users want assurance that they can fix errors when they occur.
Supporting an internal locus of control is essential to user satisfaction. A user feels satisfied when they believe they have control, while dissatisfaction arises when the computer is perceived to be in control. Therefore, designers should develop interfaces that enhance the user's sense of control in human-computer interaction. Additionally, reducing short-term memory load is crucial. Human short-term memory is remarkably limited, with the capacity believed to be limited to only seven pieces of information.
Designers should prioritize minimizing the user's memory burden by providing options such as presenting a list of available files instead of requiring the user to input a file name for retrieval. Depending on the desired interface, designers may emphasize certain guidelines when approaching a new project. The shift from stationary to mobile devices and accommodating a broader user base have posed additional challenges for user interface designers. It is important for people to comprehend how
the digital world operates across different devices in order to derive maximum efficiency from them.
Experts in human-computer interaction have developed design solutions to integrate small mobile devices, such as PDA's with small screens and buttons, stylus interaction capabilities, and optional folding keyboards, with traditional computing. Milewski and Smith (2000) created a digital address book that utilized location sensors, allowing access from workstations or a PDA. This enabled coordination from any location while adapting to the capabilities of each device.
In addition to mobile computing, immersive environments like virtual reality pose their own challenges. To enhance these environments, specialized devices such as stereo glasses and head-mounted displays are used to improve the 3-D experience.
Various attempts have been made to integrate virtual environments with physical ones, but the results have largely failed to meet expectations (Benford et al. 1998). Bartfield and Furness (1997) argue that these virtual environments encompass a range of sensory, cognitive, and social considerations. The interface devices for such environments have required substantial advancements in human-factors.
This research area centers on ubiquitous and wearable computing, encompassing ad hoc networking technologies. Ubiquitous computing pertains to the notion of individuals having access to multiple inconspicuous computing devices that seamlessly grant access to diverse data. This enables users to accomplish tasks anywhere and anytime, with the objective of transitioning computer interaction from being a person's central focus to their incidental attention. The fundamental aspects of ubiquitous computing are mobility, interconnectivity, and context-awareness.
People depend on and carry multiple portable devices when transitioning between various settings, such as work, home, and public spaces. Mobile devices face distinctive challenges in terms of user interfaces, including voice commands, touchscreens, and physical keyboards. Designing
mobile devices necessitates considering their restricted resources: small screens with limited graphics capabilities, constrained memory and storage capacity, and a potential scarcity of software options. Additionally, an essential aspect of ubiquitous computing involves the interconnectivity among these devices.
Current mobile hosts such as notebooks, PDAs, and cellular phones offer connectivity but lack interconnectivity. These devices enable users to connect with other systems individually. However, the aim of ubiquitous computing is to enhance this by providing "ubiquitous" devices that not only have one-on-one connection abilities but also possess additional capabilities.
Devices will have the capability to share information and communicate with each other. They can also remotely control one another as necessary. The specific ways of accomplishing this are not yet clear, but possible solutions involve utilizing infrared (IrDA), low power RF, or even inductive (EMF) communications.
For Ubiquitous devices to be truly effective, they must possess the capability of identifying and adjusting to their surroundings. This entails being able to modify their behavior depending on the specific environment they are in. For instance, if a device switches networks or employs a different protocol, it should have the ability to adapt accordingly.
The passage recommends switching from low power RF communication to using an IrDA port. Moreover, context-aware devices will recognize the constraints of other devices they interact with, including software, hardware, and resources. For example, a device should be conscious of whether the device it wishes to communicate with can handle a specific protocol or windowing system. This idea is widely referred to as resource qualification.
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