Human Computer Interaction Essay Example
Human Computer Interaction Essay Example

Human Computer Interaction Essay Example

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  • Pages: 8 (2188 words)
  • Published: February 18, 2018
  • Type: Research Paper
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Human computer interaction (HCI) is an interdisciplinary field that involves scientists in the computer, engineering, psychology, and design fields. The delayed recognition of HCI as an important field can be attributed to the limited functionality of past machines, such as hammers that could only drive nails. However, computers require interaction devices specifically designed based on HCI principles to enhance productivity. The ultimate goal of HCI is to address design and technology usage issues and create user-friendly computer-based systems across various organizations.

The success of interactive systems, including software systems, office/factory machines, websites, and mobile phone apps heavily rely on ease of use and effectiveness. HCI focuses on studying the main issues impacting user-system interactions in everyday life settings like workplaces, homes, schools/universities. In the mid-1980s, the term "Human Computer Interaction" was adopted to descr

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ibe a new field that goes beyond designing computer interfaces. HCI encompasses all components involved in designing interactions between users and computers. There have been different interpretations of HCI over time but the most recent definition states that it is concerned with the design, evaluation, and implementation of interactive interaction design in computer systems for human use. HCI, also known as Human-Computer Interaction, involves the study of how humans interact with computers.

This text discusses the various aspects and growth of human-computer interaction (HCI). HCI involves understanding user activities, needs, preferences, and habits. It consists of three main components: humans, computers, and their interaction. The human aspect focuses on understanding user needs and preferences. The computer part includes tools and experiences. The interaction component involves designing systems and artifacts that fulfill user needs and consider future considerations.

HCI emerged as a field in

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the 1980s by integrating cognitive science and human factors into computer science. From 1970 to 2000, it steadily expanded due to new concepts highlighting its relevance for computer systems. Over the past three decades, the recognition and importance of HCI as a field of study have grown significantly.

Today, HCI encompasses various informatics disciplines. While people have been interacting with computers since their inception, it took time for HCI to be acknowledged as a significant field for design and research. In the 1990s and 2000s, relevant journals, conferences, and professional associations emerged to support this growing field.Nowadays, human-computer interaction is a crucial course in research universities and remains multidisciplinary. Researchers in this field come from various related fields such as human factors, cognitive science, information systems, ergonomics, organizational psychology, industrial engineering, and computer engineering. Before 1970, only scientists and computer experts had access to computers. However, the introduction of personal computers after 1970 expanded their use to a wider population. Personal computers offered software options like text editors and games and served as personal computing platforms with programming languages and operating systems. This accessibility made computer use available to virtually anyone.

Neglecting the principles of human-computer interaction can lead to problems regarding productivity, financial loss, and efficiency. For instance, there was a nuclear accident in a nuclear plant due to difficulties operating an interaction device and misunderstandings of hidden light resources by the operator because they neglected the rules. Similarly, using bad interaction rules can cause aircraft accidents. Pilots often struggle when faced with new interfaces that do not follow human-computer interaction rules because it leads to a lack of understanding and difficulty learning which can ultimately

result in accidents.The use of the QWERTY keyboard layout is another example of poor human-computer interaction. Despite becoming proficient at typing on this layout, it was not designed with human-computer interaction rules in mind. When an alternative layout called DOBRA was introduced, users resisted the change and preferred to stick with QWERTY. Although the DOBRA layout was efficient for humans, it did not receive a positive reception.

The development of Human Computer Interaction (HCI) can be divided into three waves. The first wave focused on interfaces, usability, and human factors from an engineering and psychological perspective using cost analysis methodology. The second wave, also known as HCI 2.0 or "end of sass," shifted its focus towards work context, providing a good user experience, involving human actors in design processes through participatory design principles and group work approaches.

The text highlights the significance of human-computer interaction (HCI) in sociology, which has evolved into three waves. In sociology, methodologies like ethnography, participatory design, and contextual design were primarily applied during the first wave.The early 2000s saw the emergence of the second wave in HCI, which broadened its scope to encompass disciplines like sociology, communication, and culture. This was achieved by incorporating network theory, aesthetics cultural theory, and emergence as methodologies. The techniques employed in HCI enable interaction between humans and computers while also providing cost savings and increased productivity through adherence to specific rules. The text emphasizes the evolution and significance of human-computer interaction (HCI) in interactive devices. HCI has undergone three waves, each with explanations, implementation examples, and limitations. The first wave centered on the human factor, while the second wave emphasized the concept of the human actor.

The third wave introduced a focus on experience and personal history. Understanding all three waves is crucial for grasping the historical development of HCI.Neglecting HCI principles can lead to subpar interface design, so it is crucial to adhere to them. The study of HCI aims to improve work efficiency and productivity in organizations, ultimately increasing earnings and ensuring safety by avoiding negative effects from improper computer interaction design. The history of HCI dates back to the early days of computers, when techniques of HCI were first utilized. Initially, the focus was on productivity alone, without considering human-computer interaction. In 1911, Frederick Taylor enhanced work efficiency and reduced time wastage through the study of worker movement in an assembly line. Later on, Frank and Lillian Gilbert integrated principles from scientific management and industrial engineering. The significance of human-computer interaction increased with the emergence of the World Wide Web. Previously, only computer experts and industries used transistor circuits, limiting job opportunities for others. However, processors revolutionized computer technology by improving speed and accessibility. This shift made computers more user-friendly for the general public. The introduction of user-friendly interfaces like the mouse further fueled the demand for computers. As a result, computer manufacturers started prioritizing non-functional aspects in order to cater to common users, leading to advancements in human-computer interaction design.

Apple revolutionized interaction design through their Macintosh's graphical user interface after Xerox invented the mouse. The concept of windows brought about changes in overall interface design, eventually being incorporated into modern Windows models.

These inventions were made possible by applying principles of human-computer interaction that are vital for designing interaction models for computers. Human-computer interaction is essential in creating

devices that are user-friendly and meet user needs. If a device is not easy to use and comprehend, users will refrain from utilizing it due to frustration and dissatisfaction.

Manufacturers have recognized the significance of human-computer interaction in gaining market shares over the past 30 years. They offer well-designed devices that outperform competitors.

Google's search engine is a prime example of this success, as it provides superior search results compared to Yahoo, which failed to effectively improve its own search engine. Similarly, Roost initially held market share but lost it when Backbone was introduced as a new platform with better usability and network capabilities.

In contrast, Apple gained market shares by improving their computer production and interaction devices based on principles of human-computer interaction. While many believe that human-computer interaction primarily focuses on simplifying computer usage, it also enhances productivity.

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IBM's PC revolutionized computer interaction by introducing a command line interface, which unfortunately resulted in delayed user interactions and functions. Meanwhile, Apple took a different approach by implementing a graphical user interface (GUI) with a pointing device known as the mouse. This innovation made it easier for users to select desired elements and significantly improved computer usability for all types of users. By incorporating human-computer interaction (HCI), not only does it enhance user comfort and motivation, but it also increases efficiency over time while reducing manufacturing costs for interaction devices and lowering supporting expenses.

To avoid the need for expensive learning facilities and minimize production costs, it is beneficial to utilize HCI rules during the development of interactive devices. These rules provide valuable insights into user interests, requirements, and preferences regarding such devices. By adhering to

these principles, manufacturers can conserve resources and time by focusing on essential device functions rather than unnecessary features. Therefore, having knowledge of these rules before manufacturing interactive devices is crucial in enhancing overall efficiency.

The field of Human Computer Interaction (HCI) can be categorized into three waves: the first wave, second wave, and third wave. The term "usability" emphasizes designing interactive systems that are efficient, effective, error-tolerant, and easily learnable for users. Improving usability greatly enhances the usefulness of all interaction artifacts involved in HCI processes.The text discusses the development and importance of usability in HCI, specifically focusing on the relationship between users, designers, artifacts, and design context. The early history of usability was influenced by cognitive psychology as computers were initially difficult to learn and use due to strict interaction rules. However, principles from cognitive science helped enhance user experience through various techniques, tools, guidelines, and methods. Different approaches such as achieving people's goals or quantitatively predicting user performance were explored by Norman and Card et al., respectively. Usability relies on predictive modeling theory to test system behavior and user requirements. Initially centered around rigid guidelines and testing methods with a steep learning curve, HCI later introduced the mouse concept by Doug Newsagent for easier command and form-based interactions where users could select files, folders, and other items to open.The Xerox Star, released in 1981, brought significant advancements to HCI in office settings with its introduction of windows, icons, and a mouse as a pointing device. However, its design proved to be less user-friendly and caused difficulties for users. Despite these limitations, the Xerox Star served as a foundation for future interactive models that pushed

the development of human-computer interaction forward.

Initially, there was a strong focus on users and their dimensions in HCI design, guided by principles from human factors and ergonomics. The aim was to create a centralized desktop that catered to users' tasks and interests. However, this first wave of HCI faced criticism for neglecting real-life aspects of users' experiences.

This criticism led to the emergence of the second wave of HCI, which questioned interface design theories rooted in cognitive psychology. Cushman and Windward's book highlighted limitations in information processing within HCI. In response to this theoretical crisis during the 1990s, various alternative theories were proposed including ethnography, participatory design, ethnomusicology, activity theory, external cognition, ecological psychology, and phenomenology.In the second wave of HCI, the focus shifted from single user/single application to group work with multiple applications. The first wave had concentrated on well-defined communities like collaborating teams using systematic testing, rigid guidelines, and predictive models to contribute to the development of graphical user interfaces as well as LANs and the Internet maturity. This shift was initiated by Baboon's research paper "To human actor from human factor" and introduced discussions about designing for the workspace and breaking boundaries between the workspace and non-workspace. The third wave emerged with the science design paradigm, emphasizing methods and rationality. To ensure proper rationality behind all previous actions, participatory design gained popularity due to user involvement in context definition. In the late 20th century, computer and digital technologies blurred boundaries between public/private and work/leisure domains, raising questions about whether HCI was still relevant in the rapidly evolving Western technological landscape. To remain valuable in this new context, HCI had to be expanded by

developing systems for those who didn't solely require them for work purposes, which demanded new techniques.In the early 21st century, the Third wave of human-computer interaction theory emerged, bringing with it a shift towards more complex factors. This new wave placed greater emphasis on culture, motivation, emotion, experiences, and engagement compared to its predecessor which focused mainly on psychological theories. It incorporated critical design, reflective design, and value-centered design techniques in addition to user commitment strategies from the second wave. By replacing concepts and incorporating multidimensional guidelines, this new wave expanded the concept of human-computer interaction. While challenges arise in this phase, it highlights the role of the user or actor in the design process like never before. However, there is concern that this focus on artistic aspects may overshadow other important considerations. The main focus of this third wave is on culture and ethnography rather than rational approaches. Additionally, various settings such as homes, leisure places, offices etc., have become part of the domain of human-computer interaction. During this time period significant research was conducted on implementing emotion within this framework as well. The Third Wave specifically concentrates on cognitive and emotional aspects with a pragmatic emphasis on improving user experience.
The Third Wave in human-computer interaction is characterized by a departure from user dedication and an emphasis on exploration. This approach gives designers more flexibility, as it embraces a "take it or leave it" concept.

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