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Importance of Human-

Computer Interaction

SUBMMITED TO:

EVANGELINE LUARCA

SUBMMITED BY:

ALLISON LILLIES

GRADE 10-SAPPHIRE
I. INTRODUCTION
Humans interact with computers in many ways; the interface between humans and computers
is crucial to facilitate this interaction. Desktop applications, internet browsers, handheld
computers, ERP, and computer kiosks make use of the prevalent graphical user interfaces (GUI)
of today.[5] Voice user interfaces (VUI) are used for speech recognition and synthesizing
systems, and the emerging multi-modal and Graphical user interfaces (GUI) allow humans to
engage with embodied character agents in a way that cannot be achieved with other interface
paradigms. The growth in human–computer interaction field has been in quality of interaction,
and in different branching in its history. Instead of designing regular interfaces, the different
research branches have had a different focus on the concepts of multimodality[6] rather than
unimodality, intelligent adaptive interfaces rather than command/action based ones, and finally
active rather than passive interfaces.[citation needed]

The Association for Computing Machinery (ACM) defines human–computer interaction as "a
discipline concerned with the design, evaluation and implementation of interactive computing
systems for human use and with the study of major phenomena surrounding them".[5] An
important facet of HCI is user satisfaction (or simply End User Computing Satisfaction).
"Because human–computer interaction studies a human and a machine in communication, it
draws from supporting knowledge on both the machine and the human side. On the machine
side, techniques in computer graphics, operating systems, programming languages, and
development environments are relevant. On the human side, communication theory, graphic
and industrial design disciplines, linguistics, social sciences, cognitive psychology, social
psychology, and human factors such as computer user satisfaction are relevant. And, of course,
engineering and design methods are relevant."[5] Due to the multidisciplinary nature of HCI,
people with different backgrounds contribute to its success. HCI is also sometimes termed
human–machine interaction (HMI), man-machine interaction (MMI) or computer-human
interaction (CHI).

Poorly designed human-machine interfaces can lead to many unexpected problems. A classic
example is the Three Mile Island accident, a nuclear meltdown accident, where investigations
concluded that the design of the human-machine interface was at least partly responsible for
the disaster.[7][8][9] Similarly, accidents in aviation have resulted from manufacturers'
decisions to use non-standard flight instruments or throttle quadrant layouts: even though the
new designs were proposed to be superior in basic human-machine interaction, pilots had
already ingrained the "standard" layout and thus the conceptually good idea actually had
undesirable results.

II. REVIEW OF RELATED LITERATURE

J. Reese, et al developed a tool, the Graphical User Interface Design System (GUIDES), for rapid
prototyping of dynamic user computer interfaces, and describe how it can be used to increase
software productivity[4].

Tom Hinrichs, et al proposed an approach to assisting this process by using explicit models of
the user‟s task to drive the interface design and to serve as a functional component of the
interface itself. The task model helps to ensure that the resulting interface directly and
transparently supports the user in performing his task, and serves as scaffolding for providing
in-context help and advice. By crafting a library of standardized, reusable tasks and interface
constructs. Their approach is embodied in MODEST, a prototype tool implemented in ScriptX,
that automatically compiles large portions of the user interface for SampleTest-Interpret tasks
as the designer carries out this process. MODEST currently assumes that tasks are discrete and
serializable , and so does not yet deal with real-time, concurrent, or continuous tasks [6].

Martijn van Welie explored how patterns for user interface design must be structured in order
to be effective and usable tools for designers. A structure for user interface design patterns is
proposed [7].

Rémi Bastide present a model-based case tool dedicated to the prototyping of highly
interactive applications. Such applications are challenging to model and to prototype, since
they require the use of nonstandard widgets and interaction techniques and exhibit a complex
dynamic behavior. The tool, called PetShop, embodies the results of several years of research
about the formal modeling of interactive systems, and its main application domain is safety-
critical interactive applications such air traffic control or military command and control systems.
Tim Clerckx et al discussed a design process to model contextaware user interfaces together
with tool support making it possible to compose, edit, and keep an overview of the models.

Jeffrey Nichols and Andrew Faulring proposed an approach. Their research is applying model-
based concepts and automatic interface generation in two projects. The Personal Universal
Controller (PUC) [15] project is applying model-based techniques to automatically generate
remote control interfaces for all of the computerized appliances in the environment and is
exploring how the generated interfaces can be automatically customized to both the control
device and the user.

Angel Puerta et al presented UI Pilot, a model-based software tool that enables a user-centered
approach to the specification of wireframes.UI Pilot is intended for the early design cycle of a
user interface. It allows designers to construct wireframes without losing touch with the user-
task aspects of the design. The tool has been used in a relatively large number of real-world
projects and has become more useful and usable over that time as measured by our
observations. UI Pilot also overcomes the shortcomings of many previous model-based tools
[11].

III. CONCLUSION
Initially computers evolved to crunch numbers; no interaction took place between the
computer and the human. In the early 1970s, more and more computers were designed
to aid in human task performance. In these cases, engineers and designers determined
whether a given task was being performed effectively,whichhuman skillswere required
to perform the task, and in what ways humans and computers could interact to improve
task performance. They consideredwhat activity was being performed, how it was
performed, and whether the sequence of task activities was effective. In establishing
how the task was performed, the design of computer interfaces began to play an
important role, thus determining the job content of those who interact with computers
on the job. And this has an impact on job satisfaction and evaluation, quality and
quantity of work, and industrial competitiveness (Salvendy, 1997, 2001).Job satisfaction
is a function of the individual’s likes and dislikes, difficulties in performing a given task,
and the values placed on specific attributes and actions by the individual. There is some
indication that older or less educated individuals are more satisfied performing a task in
a simplified way, whereas younger and more educated people are more satisfied in
performing the task in an enriched way. In simplified jobs, the task is decomposed to its
smallest denomination, whereas in enriched tasks, it typically includes the combined
performance of a number of simplified tasks.
IV. RECOMMENDATION
1.Break away from 1960 technologies and paradigms. Major attempt should be made to
find new paradugms for human machine interaction that emply new modes and media
for input and output that involves new conceptualization of application inter faces.
2: Invest in the research required to provide the component subsystems needed for
every-citizen interfaces. Research is needed that is aimed at both making technological
advances and gaining understanding of the human and organizational capabilities these
advances would support.
3: Encourage research on systems-level design and development of human-machine
interfaces that support multiperson, multimachine groups as well as individuals.

V. REFERENCES

[1] Wild, P.J. and Johnson, P.,(2004), ―Deepening Consideration of Temporal Factors in Task
Knowledge Structures” Position paper presented at, Workshop on 'Temporal Aspects of Work
for HCI'. CHI'2004,Bath,pp.1,4

[2] Harper Richard, Rodden Tom, Rogers Yvonne, Sellen Abigail(2008), ―Being Human Human-
Computer Interaction In The Year 2020”, Microsoft Research Ltd, England,pp.80,85

[3] Loer Karsten(2003), “Model-based Automated Analysis for Dependable Interactive


Systems”, pp.21,

[4] Yestingsmeier Jan (1984), “Human Factors Considerations In Development Of Interactive


Software”,SIGHI bulletin,Denton TX, pp1-3

[5] Peslak Alan(2005), “A Framework and Implementation of User Interface and Human-
Computer Interaction Instruction”, Journal of Information Technology Education,USA,vol.
4,pp.2, [6] Vinicio Leonel, Díaz Morales, Arturo Jorge, Perezgil Rivera(2010), “Structured User
Interface Design as a Lateral Thinking Tool for User Interface Design”, IEEE Computer Society,
Guatemala,pp.1

[7] A. Dix, J. Finlay, G. Abowd, R. Beale(1998), ―Human-Computer Interaction”, Second Edition,


Pearson Education Limited, England

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