Portal:Human–computer interaction
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Introduction
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. 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. (Full article...)
Selected general articles
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Image 1
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.
Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:- Not interactive, when a message is not related to previous messages.
- Reactive, when a message is related only to one immediately previous message.
- Interactive, when a message is related to a number of previous messages and to the relationship between them.
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Image 2Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be less costly to implement than testing on users.
Usability inspection methods include: (Full article...) -
Image 3Value sensitive design (VSD) is a theoretically grounded approach to the design of technology that accounts for human values in a principled and comprehensive manner. VSD originated within the field of information systems design and human-computer interaction to address design issues within the fields by emphasizing the ethical values of direct and indirect stakeholders. It was developed by Batya Friedman and Peter Kahn at the University of Washington starting in the late 1980s and early 1990s. Later, in 2019, Batya Friedman and David Hendry wrote a book on this topic called "Value Sensitive Design: Shaping Technology with Moral Imagination". Value Sensitive Design takes human values into account in a well-defined matter throughout the whole process. Designs are developed using an investigation consisting of three phases: conceptual, empirical and technological. These investigations are intended to be iterative, allowing the designer to modify the design continuously.
The VSD approach is often described as an approach that is fundamentally predicated on its ability to be modified depending on the technology, value(s), or context of use. Some examples of modified VSD approaches are Privacy by Design which is concerned with respecting the privacy of personally identifiable information in systems and processes. Care-Centered Value Sensitive Design (CCVSD) proposed by Aimee van Wynsberghe is another example of how the VSD approach is modified to account for the values central to care for the design and development of care robots. (Full article...) -
Image 4Ecological psychology ia the scientific study of the relationship between perception and action, grounded in a direct realist approach. This school of thought is heavily influenced by the writings of Roger Barker and James J. Gibson and stands in contrast to the mainstream explanations of perception offered by cognitive psychology. Ecological psychology is primarily concerned with the interconnectedness of perception, action and dynamical systems. A key principle in this field is the rejection of the traditional separation between perception and action, emphasizing instead that they are inseparable and interdependent.
In this context, perceptions are shaped by an individual's ability to engage with their emotional experiences in relation to the environment. This emotional engagement influences action, fostering collective processing, building social capital, and promoting pro-environmental behavior. (Full article...) -
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Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a usability analyst or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. (Full article...) -
Image 6User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. This attention includes testing which is conducted during each stage of design and development from the envisioned requirements, through pre-production models to post production. Testing is beneficial as it is often difficult for the designers of a product to understand the experiences of first-time users and each user's learning curve. UCD is based on the understanding of a user, their demands, priorities and experiences, and can lead to increased product usefulness and usability. UCD applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.
UCD differs from other product design philosophies in that it tries to optimize the product around how users engage with the product, in order that users are not forced to change their behavior and expectations to accommodate the product. The users are at the focus, followed by the product's context, objectives and operating environment, and then the granular details of task development, organization, and flow. (Full article...) -
Image 7Activity theory (AT; Russian: Теория деятельности) is an umbrella term for a line of eclectic social-sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Sergei Rubinstein in the 1930s. It was later advocated for and popularized by Alexei Leont'ev. Some of the traces of the theory in its inception can also be found in a few works of Lev Vygotsky. These scholars sought to understand human activities as systemic and socially situated phenomena and to go beyond paradigms of reflexology (the teaching of Vladimir Bekhterev and his followers) and classical conditioning (the teaching of Ivan Pavlov and his school), psychoanalysis and behaviorism. It became one of the major psychological approaches in the former USSR, being widely used in both theoretical and applied psychology, and in education, professional training, ergonomics, social psychology and work psychology.
Activity theory is more of a descriptive meta-theory or framework than a predictive theory. It considers an entire work/activity system (including teams, organizations, etc.) beyond just one actor or user. It accounts for environment, history of the person, culture, role of the artifact, motivations, and complexity of real-life activity. One of the strengths of AT is that it bridges the gap between the individual subject and the social reality—it studies both through the mediating activity. The unit of analysis in AT is the concept of object-oriented, collective and culturally mediated human activity, or activity system. This system includes the object (or objective), subject, mediating artifacts (signs and tools), rules, community and division of labor. The motive for the activity in AT is created through the tensions and contradictions within the elements of the system. According to ethnographer Bonnie Nardi, a leading theorist in AT, activity theory "focuses on practice, which obviates the need to distinguish 'applied' from 'pure' science—understanding everyday practice in the real world is the very objective of scientific practice. ... The object of activity theory is to understand the unity of consciousness and activity." Sometimes called "Cultural-Historical Activity Theory", this approach is particularly useful for studying a group that exists "largely in virtual form, its communications mediated largely through electronic and printed texts." Cultural-Historical Activity Theory has accordingly also been applied to genre theory within writing studies to consider how quasi-stabilized forms of communication regularize relations and work while forming communally shared knowledge and values in both educational and workplace settings. (Full article...) -
Image 8A brain–computer interface (BCI), sometimes called a brain–machine interface (BMI), is a direct communication link between the brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions. They are often conceptualized as a human–machine interface that skips the intermediary of moving body parts (hands...), although they also raise the possibility of erasing the distinction between brain and machine. BCI implementations range from non-invasive (EEG, MEG, MRI) and partially invasive (ECoG and endovascular) to invasive (microelectrode array), based on how physically close electrodes are to brain tissue.
Research on BCIs began in the 1970s by Jacques Vidal at the University of California, Los Angeles (UCLA) under a grant from the National Science Foundation, followed by a contract from the Defence Advanced Research Projects Agency (DARPA). Vidal's 1973 paper introduced the expression brain–computer interface into scientific literature. (Full article...) -
Image 9Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.
Usability testing focuses on measuring a human-made product's capacity to meet its intended purposes. Examples of products that commonly benefit from usability testing are food, consumer products, websites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, of a specific object or set of objects, whereas general human–computer interaction studies attempt to formulate universal principles. (Full article...) -
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Data and information visualization (data viz/vis or info viz/vis) is the practice of designing and creating easy-to-communicate and easy-to-understand graphic or visual representations of a large amount of complex quantitative and qualitative data and information with the help of static, dynamic or interactive visual items. Typically based on data and information collected from a certain domain of expertise, these visualizations are intended for a broader audience to help them visually explore and discover, quickly understand, interpret and gain important insights into otherwise difficult-to-identify structures, relationships, correlations, local and global patterns, trends, variations, constancy, clusters, outliers and unusual groupings within data (exploratory visualization). When intended for the general public (mass communication) to convey a concise version of known, specific information in a clear and engaging manner (presentational or explanatory visualization), it is typically called information graphics.
Data visualization is concerned with visually presenting sets of primarily quantitative raw data in a schematic form. The visual formats used in data visualization include tables, charts and graphs (e.g. pie charts, bar charts, line charts, area charts, cone charts, pyramid charts, donut charts, histograms, spectrograms, cohort charts, waterfall charts, funnel charts, bullet graphs, etc.), diagrams, plots (e.g. scatter plots, distribution plots, box-and-whisker plots), geospatial maps (such as proportional symbol maps, choropleth maps, isopleth maps and heat maps), figures, correlation matrices, percentage gauges, etc., which sometimes can be combined in a dashboard. (Full article...) -
Image 11Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems. It is a field of research in computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. Such machines may be called AIs.
Some high-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon, and Netflix); interacting via human speech (e.g., Google Assistant, Siri, and Alexa); autonomous vehicles (e.g., Waymo); generative and creative tools (e.g., ChatGPT, and AI art); and superhuman play and analysis in strategy games (e.g., chess and Go). However, many AI applications are not perceived as AI: "A lot of cutting edge AI has filtered into general applications, often without being called AI because once something becomes useful enough and common enough it's not labeled AI anymore." (Full article...) -
Image 12Actor–network theory (ANT) is a theoretical and methodological approach to social theory where everything in the social and natural worlds exists in constantly shifting networks of relationships. It posits that nothing exists outside those relationships. All the factors involved in a social situation are on the same level, and thus there are no external social forces beyond what and how the network participants interact at present. Thus, objects, ideas, processes, and any other relevant factors are seen as just as important in creating social situations as humans.
ANT holds that social forces do not exist in themselves, and therefore cannot be used to explain social phenomena. Instead, strictly empirical analysis should be undertaken to "describe" rather than "explain" social activity. Only after this can one introduce the concept of social forces, and only as an abstract theoretical concept, not something which genuinely exists in the world. (Full article...) -
Image 13A collaboratory, as defined by William Wulf in 1989, is a “center without walls, in which the nation’s researchers can perform their research without regard to physical location, interacting with colleagues, accessing instrumentation, sharing data and computational resources, [and] accessing information in digital libraries” (Wulf, 1989).
Bly (1998) refines the definition to “a system which combines the interests of the scientific community at large with those of the computer science and engineering community to create integrated, tool-oriented computing and communication systems to support scientific collaboration” (Bly, 1998, p. 31). (Full article...) -
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Accessibility is the design of products, devices, services, vehicles, or environments so as to be usable by people with disabilities. The concept of accessible design and practice of accessible developments ensures both "direct access" (i.e. unassisted) and "indirect access" meaning compatibility with a person's assistive technology (for example, computer screen readers).
Accessibility can be viewed as the "ability to access" and benefit from some system or entity. The concept focuses on enabling access for people with disabilities, or enabling access through the use of assistive technology; however, research and development in accessibility brings benefits to everyone. Therefore, an accessible society should eliminate digital divide or knowledge divide. (Full article...) -
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In human–computer interaction and UI design, a first-time user experience (FTUE) refers to the initial stages of using a piece of software. It commonly includes configuration steps, such as signing up for an account. Every user of a service has their own FTUE, even if they have extensive experience with using a similar product. Patience, time investment, and intuitiveness are factors for a user's FTUE. Software services generally have different layouts, styles, graphics, and hotkeys which must be identified to contribute to a user's learning, mastery, and efficiency of the software. The FTUE is responsible for setting the stage for the experience of the user when interacting with a product down the line. This differs from the out-of-box experience (OOBE), which is specifically about packaging, information presentation, and setup of the system out of the box. (Full article...) -
Image 16Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
Interaction design borrows from a wide range of fields like psychology, human-computer interaction, information architecture, and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations. (Full article...) -
Image 17Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both conscious and unconscious phenomena, and mental processes such as thoughts, feelings, and motives. Psychology is an academic discipline of immense scope, crossing the boundaries between the natural and social sciences. Biological psychologists seek an understanding of the emergent properties of brains, linking the discipline to neuroscience. As social scientists, psychologists aim to understand the behavior of individuals and groups.
A professional practitioner or researcher involved in the discipline is called a psychologist. Some psychologists can also be classified as behavioral or cognitive scientists. Some psychologists attempt to understand the role of mental functions in individual and social behavior. Others explore the physiological and neurobiological processes that underlie cognitive functions and behaviors. (Full article...) -
Image 18A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). These evaluation methods are now widely taught and practiced in the new media sector, where user interfaces are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing. (Full article...)
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Image 19User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts. Conversely, designing toward profitability as a main objective often conflicts with ethical user experience objectives and even causes harm. User experience is subjective. However, the attributes that make up the user experience are objective. (Full article...)
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A graphical user interface, or GUI (/ˈɡuːi/ GOO-ee), is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where head-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center. (Full article...) -
Image 21Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."
Regarding available interaction, collaborative software may be divided into real-time collaborative editing platforms that allow multiple users to engage in live, simultaneous, and reversible editing of a single file (usually a document); and version control (also known as revision control and source control) platforms, which allow users to make parallel edits to a file, while preserving every saved edit by users as multiple files that are variants of the original file. (Full article...) -
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Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and ergonomics. The law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target. Fitts's law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was initially developed by Paul Fitts.
Fitts's law has been shown to apply under a variety of conditions; with many different limbs (hands, feet, the lower lip, head-mounted sights), manipulanda (input devices), physical environments (including underwater), and user populations (young, old, special educational needs, and drugged participants). (Full article...) -
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A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea.
A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes. (Full article...) -
Image 24Flat design is a minimalist design language or design style commonly used in graphical user interfaces (GUI) (such as web applications and mobile apps), and also in graphical materials such as posters, arts, guide documents and publishing products. (Full article...)
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Image 25Database design is the organization of data according to a database model. The designer determines what data must be stored and how the data elements interrelate. With this information, they can begin to fit the data to the database model. A database management system manages the data accordingly.
Database design is a process that consists of several steps. (Full article...)
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Image 1The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware are matched so that the processing of the user input is fast enough, and the latency of the computer output is not disruptive to the workflow. (from Human–computer interaction) -
Image 2A computer monitor provides a visual interface between the machine and the user. (from Human–computer interaction)
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