The Fundamentals of Human-Computer Interaction

The Fundamentals of Human-Computer Interaction

Kijpokin Kasemsap (Suan Sunandha Rajabhat University, Thailand)
Copyright: © 2018 |Pages: 11
DOI: 10.4018/978-1-5225-2255-3.ch364

Abstract

This article explains the overview of Human-Computer Interaction (HCI); cognitive models, socio-organizational issues, and stakeholder requirements; HCI and hand gesture recognition; and the multifaceted applications of HCI. HCI is a sociotechnological discipline whose goal is to bring the power of computers and communication systems to people in ways and forms that are both accessible and useful in the effective manner. HCI plays an important role in identifying the environmental and social issues which can affect the use of systems, and providing techniques to ensure the design of the system will be usable, effective, and safe. HCI draws on computer science, computer and communications engineering, graphic design, management, psychology, and sociology as it tries to make computer and communications systems ever more usable in executing tasks. HCI is an important consideration for any business that uses computers in their everyday operation.
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Background

HCI emerged as a distinct research discipline in the late 1970s and early 1980s when monitors and workstations became available and opened up the use of computers to non-engineers (Grudin, 1990). In the 1990s, network technology and mobile devices broadened the scope of research beyond the individual user and personal computers (Hollender, Hofmann, Deneke, & Schmitz, 2010). HCI should be designed to be effective, efficient, engaging, error tolerant, and easy to learn (Fallman, 2010). With the development of computer vision technology, researcher have studied a lot of HCI methods to replace the keyboard and mouse (Juan, 2012).

Major HCI research areas comprise theories and models of human behavior when interacting with information technology (IT), general or more specific guidelines or heuristics for the design and evaluation of IT, methods for the user-centered development of IT, and the development of new interaction paradigms (Preece, Sharp, & Rogers, 2002). Interaction models address the translations between what the user wants and what the system does. Ergonomics looks at the physical characteristics of the interaction and how these influence its effectiveness. The dialog between user and system is influenced by the style of the interface. Examples of effective strategies for building interactive systems provide paradigms for designing usable interactive systems. The evolution of these usability paradigms also provides a good perspective on the history of interactive computing.

Key Terms in this Chapter

Communication: The exchange of thoughts, messages, or information, as by speech, signals, writing, or behavior.

Interaction: The situation in which two or more objects act upon one another to produce a new effect.

Technology: The scientific method and material used to achieve a commercial or industrial objective.

Computer: The device that computes, especially a programmable electronic machine that performs the high-speed mathematical operations.

Gesture: The expressive movement of the body, or something that is done to show a feeling.

Information: The data that can be stored in and retrieved from a computer.

Information Technology: The development, installation, and implementation of computer systems and applications.

Software: The programs and routines for a computer or the program material for an electronic device which make it run.

Software Engineering: The process of making, testing, and documenting computer programs.

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