The Impact of Human-Computer Interaction on Usability and Efficiency
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This document discusses the impact of human-computer interaction on usability and efficiency. It explores the concept of usability and its importance in the design of software interfaces. The document also covers the requirements for effective human-computer interactions and the evaluation methodology used to assess them.
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Part 1: The interactive System and its Users
Since the dialogue between a person and a computer occurs through the program
interface, the discussion will deal mostly with interfaces. The second part will consider the
impact of computers on modern society. The interface of the application in the interaction of man
and computer. When it comes to the interface of the software, the usability theme is necessarily
affected. In the 21st century. Man spawned super-complex machines, went into outer space,
conquered thermonuclear reaction, learned to consume the values of nature on a huge scale
(Anderson, et al, 2017). An example of interactive systems and its users include the google voice
search app. This is an application that allows user interaction with their mobile phones by
creating a voice recognition and was first released in android phones.
What is “usability”?
Usability Since the topic is closely related to the computer environment, it would be quite
logical to get acquainted with the definitions. Definitions, without any doubt, are a rather dry
form of presenting the material, but in order to notice that we are talking not just about design art
or feng shui, but about scientific discipline, add them to the text: It is a concept in micro
ergonomics, an ergonomic characteristic of the degree of convenience of an object for use by
users in achieving certain goals in a certain context. The term has a connection with the concept
of “ergonomics”, but unlike the latter, it is less associated with technical aesthetics, with the
appearance and more tied to the utility of the “usable” object. In this case, the relative
importance of all three aspects is determined by this very context (Card, 2018).
Part 1: The interactive System and its Users
Since the dialogue between a person and a computer occurs through the program
interface, the discussion will deal mostly with interfaces. The second part will consider the
impact of computers on modern society. The interface of the application in the interaction of man
and computer. When it comes to the interface of the software, the usability theme is necessarily
affected. In the 21st century. Man spawned super-complex machines, went into outer space,
conquered thermonuclear reaction, learned to consume the values of nature on a huge scale
(Anderson, et al, 2017). An example of interactive systems and its users include the google voice
search app. This is an application that allows user interaction with their mobile phones by
creating a voice recognition and was first released in android phones.
What is “usability”?
Usability Since the topic is closely related to the computer environment, it would be quite
logical to get acquainted with the definitions. Definitions, without any doubt, are a rather dry
form of presenting the material, but in order to notice that we are talking not just about design art
or feng shui, but about scientific discipline, add them to the text: It is a concept in micro
ergonomics, an ergonomic characteristic of the degree of convenience of an object for use by
users in achieving certain goals in a certain context. The term has a connection with the concept
of “ergonomics”, but unlike the latter, it is less associated with technical aesthetics, with the
appearance and more tied to the utility of the “usable” object. In this case, the relative
importance of all three aspects is determined by this very context (Card, 2018).
3
Part 2: The Use Cases
Is an applied science discipline dedicated to improving the efficiency, productivity and
usability of the tools of activity? From usability ergonomics distinguishes interest in the
efficiency of the user (consumer), and not the man-machine system as a whole. It is noticeable
that in almost every sentence of definitions there is the word “ergonomics”, which indirectly also
means usability. As well as the scope of activity on the application of the theory, principles, data
and methods of this science to ensure well-being human and optimize overall system
performance. Private from ergonomics is, which is engaged in research and design systems,
"man - machine." In particular, the design of software interfaces is under the jurisdiction of
micro ergonomics.
Part 3: The usability requirements
Five Usability requirements that help in Human Computer Interactions. There are five
requirement for a usability in human computer interactions. They include;
1. Effectiveness
The effectiveness in usability is about the degree of accuracy under which the person operating
the computer can complete the goals required. The product has to be able to support the user
while the user is performing the tasks.
2. Efficiency
Part 2: The Use Cases
Is an applied science discipline dedicated to improving the efficiency, productivity and
usability of the tools of activity? From usability ergonomics distinguishes interest in the
efficiency of the user (consumer), and not the man-machine system as a whole. It is noticeable
that in almost every sentence of definitions there is the word “ergonomics”, which indirectly also
means usability. As well as the scope of activity on the application of the theory, principles, data
and methods of this science to ensure well-being human and optimize overall system
performance. Private from ergonomics is, which is engaged in research and design systems,
"man - machine." In particular, the design of software interfaces is under the jurisdiction of
micro ergonomics.
Part 3: The usability requirements
Five Usability requirements that help in Human Computer Interactions. There are five
requirement for a usability in human computer interactions. They include;
1. Effectiveness
The effectiveness in usability is about the degree of accuracy under which the person operating
the computer can complete the goals required. The product has to be able to support the user
while the user is performing the tasks.
2. Efficiency
4
This is how fast the user is able to finish his goal or achieve the goal. This should not be
confused to effectiveness. This is about the speed of completion of the task.
3. Engagement
This happens when the user finds the product satisfactory and enjoyable to use. UI elements and
aesthetics start in having relevance here. This are not the only factors that creates a gratifying
product for the end user.
4. Error Tolerance
When a product is complex and has a lot of functionalities, there are so many room for errors
especially to a learner of the product. The usability factor should be error tolerance and be
accommodating until the user is able to learn effectively (Hibbeln, et al, 2017).
5. Ease of learning
The product should be able to let the user learn easily without any hardships. If a product
requires a lot of remembering, it is very hard to engage with the final product regularly.
Energy compatibility - taking into account the power capabilities of a person in
determining the efforts made to the governing bodies. Psychophysiological compatibility - taking
into account the human response to the color, color gamut, frequency range of the signals, shape
and other aesthetic parameters of the machine. Human-computer interaction has evolved in the
context of multidirectional scientific vectors (computer graphics, engineering psychology,
ergonomics, organization theory, cognitive science, computer science, and many others.)
Human-computer interaction is a relatively young area of interdisciplinary research. Its most
This is how fast the user is able to finish his goal or achieve the goal. This should not be
confused to effectiveness. This is about the speed of completion of the task.
3. Engagement
This happens when the user finds the product satisfactory and enjoyable to use. UI elements and
aesthetics start in having relevance here. This are not the only factors that creates a gratifying
product for the end user.
4. Error Tolerance
When a product is complex and has a lot of functionalities, there are so many room for errors
especially to a learner of the product. The usability factor should be error tolerance and be
accommodating until the user is able to learn effectively (Hibbeln, et al, 2017).
5. Ease of learning
The product should be able to let the user learn easily without any hardships. If a product
requires a lot of remembering, it is very hard to engage with the final product regularly.
Energy compatibility - taking into account the power capabilities of a person in
determining the efforts made to the governing bodies. Psychophysiological compatibility - taking
into account the human response to the color, color gamut, frequency range of the signals, shape
and other aesthetic parameters of the machine. Human-computer interaction has evolved in the
context of multidirectional scientific vectors (computer graphics, engineering psychology,
ergonomics, organization theory, cognitive science, computer science, and many others.)
Human-computer interaction is a relatively young area of interdisciplinary research. Its most
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rapid development accounted for the last 10−15 years and is associated with a sharp increase in
the number of users (Hollnagel, 2017).
To simplify his work, man has invented a computer, and for many decades has been
interacting with him in various aspects of his life. A person continues to strive for simplicity and
perfection, and if we compare the first computers that occupied several audiences with the
current ones, which can be put in a handbag, or even in a pocket, then we can declare great
successes in the evolution of computers. But the modernization concerns not only the size and
power of computers, it also sways and the simplicity of interaction between man and computer
(Lazar, et al, 2017).
Part 4: The Evaluation Methodology
User centered product design (UCPD) and the tools and methods offer basic benefits to
development of products. Design process, usability and functionality is arranged by using
specific user group or data. Including the end users in an optimum manner means including them
during the development stage of the whole product development phase. A huge amount of data
has been accumulated describing successful and unsuccessful examples of human-computer
interaction. Today, looking at the Bluetooth-environment from a mobile phone, we see a lot of
devices belonging to someone in the neighborhood, and sometimes we even receive files
unknown from whom (Rautaray, and Agrawal, 2015).
Human-computer interactions
rapid development accounted for the last 10−15 years and is associated with a sharp increase in
the number of users (Hollnagel, 2017).
To simplify his work, man has invented a computer, and for many decades has been
interacting with him in various aspects of his life. A person continues to strive for simplicity and
perfection, and if we compare the first computers that occupied several audiences with the
current ones, which can be put in a handbag, or even in a pocket, then we can declare great
successes in the evolution of computers. But the modernization concerns not only the size and
power of computers, it also sways and the simplicity of interaction between man and computer
(Lazar, et al, 2017).
Part 4: The Evaluation Methodology
User centered product design (UCPD) and the tools and methods offer basic benefits to
development of products. Design process, usability and functionality is arranged by using
specific user group or data. Including the end users in an optimum manner means including them
during the development stage of the whole product development phase. A huge amount of data
has been accumulated describing successful and unsuccessful examples of human-computer
interaction. Today, looking at the Bluetooth-environment from a mobile phone, we see a lot of
devices belonging to someone in the neighborhood, and sometimes we even receive files
unknown from whom (Rautaray, and Agrawal, 2015).
Human-computer interactions
6
The creation of a high-quality human-computer interface, which can be called the point of
contact between man and a computer, is the ultimate goal of studying human-computer
interaction. Information exchange between a person and a computer can be defined as an
interaction node. The interaction node includes several aspects:
Task area: user oriented conditions and goals
Machine area: the environment with which the computer interacts, that is, the student's laptop in
a room in a college dormitory
Interface areas: non-intersecting areas related to human and computer processes that are not
related to the interaction
Incoming flow: a flow of information that starts in the task pane when the user has several tasks
that require the use of a computer
Output stream: the flow of information that occurs in the car
Feedback: interaction nodes passing through the interface are evaluated, moderated and
confirmed, as they pass from the person through the interface to the computer and back. A huge
amount of data has been accumulated describing successful and unsuccessful examples of
human-computer interaction (Miehle, et al, 2016). Methods of studying and creating new
products are being improved, a whole arsenal of tried and tested research methods has been
developed.
A huge amount of data has been accumulated describing successful and unsuccessful
examples of human-computer interaction (Miehle, et al, 2016). Methods of studying and creating
The creation of a high-quality human-computer interface, which can be called the point of
contact between man and a computer, is the ultimate goal of studying human-computer
interaction. Information exchange between a person and a computer can be defined as an
interaction node. The interaction node includes several aspects:
Task area: user oriented conditions and goals
Machine area: the environment with which the computer interacts, that is, the student's laptop in
a room in a college dormitory
Interface areas: non-intersecting areas related to human and computer processes that are not
related to the interaction
Incoming flow: a flow of information that starts in the task pane when the user has several tasks
that require the use of a computer
Output stream: the flow of information that occurs in the car
Feedback: interaction nodes passing through the interface are evaluated, moderated and
confirmed, as they pass from the person through the interface to the computer and back. A huge
amount of data has been accumulated describing successful and unsuccessful examples of
human-computer interaction (Miehle, et al, 2016). Methods of studying and creating new
products are being improved, a whole arsenal of tried and tested research methods has been
developed.
A huge amount of data has been accumulated describing successful and unsuccessful
examples of human-computer interaction (Miehle, et al, 2016). Methods of studying and creating
7
new products are being improved, a whole arsenal of tried and tested research methods has been
developed.
Part 5: The Evaluation
Jonathan Fay (Microsoft Research) demonstrates a modified version of the Microsoft
Research WorldWide Telescope planetarium with the help of the Kinect SDK. The input device
is the Microsoft Kinect controller, which allows you to interact with the computer with gestures
and body postures.
Half a century ago, a computer user, if considered to be a customer of a computer
services center, did not have an interface for working with a computer in real time. Just ten years
ago, standard input-output devices that supported such work understood, as a rule, a keyboard, a
mouse, and a display — accessories of a personal computer or terminal. Today, many carry with
them a variety of alternative devices for entering the network infrastructure, such as mobile
phones, communicators, handheld PCs, thin PCs, etc. A huge amount of data has been
accumulated describing successful and unsuccessful examples of human-computer interaction.
Ahead - a further expansion of the range of such devices. Considering that among such
devices will inevitably be mini-medical monitoring devices, including embedded medical
devices, it is difficult not to recognize that the line between the computer and the user becomes
noticeably thinner. But do embedded devices become part of the user? That is not all. Network
devices embedded in the user's body can communicate with each other, with devices from other
users, and with external computers. Today, looking at the Bluetooth-environment from a mobile
new products are being improved, a whole arsenal of tried and tested research methods has been
developed.
Part 5: The Evaluation
Jonathan Fay (Microsoft Research) demonstrates a modified version of the Microsoft
Research WorldWide Telescope planetarium with the help of the Kinect SDK. The input device
is the Microsoft Kinect controller, which allows you to interact with the computer with gestures
and body postures.
Half a century ago, a computer user, if considered to be a customer of a computer
services center, did not have an interface for working with a computer in real time. Just ten years
ago, standard input-output devices that supported such work understood, as a rule, a keyboard, a
mouse, and a display — accessories of a personal computer or terminal. Today, many carry with
them a variety of alternative devices for entering the network infrastructure, such as mobile
phones, communicators, handheld PCs, thin PCs, etc. A huge amount of data has been
accumulated describing successful and unsuccessful examples of human-computer interaction.
Ahead - a further expansion of the range of such devices. Considering that among such
devices will inevitably be mini-medical monitoring devices, including embedded medical
devices, it is difficult not to recognize that the line between the computer and the user becomes
noticeably thinner. But do embedded devices become part of the user? That is not all. Network
devices embedded in the user's body can communicate with each other, with devices from other
users, and with external computers. Today, looking at the Bluetooth-environment from a mobile
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phone, we see a lot of devices belonging to someone in the neighborhood, and sometimes we
even receive files unknown from whom. This means permanent and not always controlled by us
network interaction, which will expand and intensify as the computers around us learn to
recognize our personal network devices.
Our ideas about where our personal space ends will radically change. Will a person 24
hours a day transmitting his biological parameters to the network still feel like an independent,
independent person? The computer landscape surrounding us, which, in addition to traditional
stationary and mobile computers, mainly from interactive information and payment terminals,
will also change . First of all, we should expect the computers to be embedded in billboards and
storefronts, which will send us advertising information prepared for us personally. But this will
not stop there - the devices will be integrated into decorations, articles of clothing and packaging,
cars, furniture, doors, walls of rooms and houses, and sidewalks (Wiegmann, and Shappell,
2017).
Description of the user population and assumptions
For the end user, most of the user population using technology are young people between
the ages of 13 – 55 years. This is a wide scope of population but those are the ages in which its
users use technology the most. The assumptions is that human computer interactions has been
advanced due to willingness of the people to want better functioning devices. For example,
Today, looking at the Bluetooth-environment from a mobile phone, we see a lot of devices
belonging to someone in the neighborhood, and sometimes we even receive files unknown from
whom. Methods of studying and creating new products are being improved, a whole arsenal of
tried and tested research methods has been developed.
phone, we see a lot of devices belonging to someone in the neighborhood, and sometimes we
even receive files unknown from whom. This means permanent and not always controlled by us
network interaction, which will expand and intensify as the computers around us learn to
recognize our personal network devices.
Our ideas about where our personal space ends will radically change. Will a person 24
hours a day transmitting his biological parameters to the network still feel like an independent,
independent person? The computer landscape surrounding us, which, in addition to traditional
stationary and mobile computers, mainly from interactive information and payment terminals,
will also change . First of all, we should expect the computers to be embedded in billboards and
storefronts, which will send us advertising information prepared for us personally. But this will
not stop there - the devices will be integrated into decorations, articles of clothing and packaging,
cars, furniture, doors, walls of rooms and houses, and sidewalks (Wiegmann, and Shappell,
2017).
Description of the user population and assumptions
For the end user, most of the user population using technology are young people between
the ages of 13 – 55 years. This is a wide scope of population but those are the ages in which its
users use technology the most. The assumptions is that human computer interactions has been
advanced due to willingness of the people to want better functioning devices. For example,
Today, looking at the Bluetooth-environment from a mobile phone, we see a lot of devices
belonging to someone in the neighborhood, and sometimes we even receive files unknown from
whom. Methods of studying and creating new products are being improved, a whole arsenal of
tried and tested research methods has been developed.
9
Goals
The methodology and development of interface design (i.e., based on the requirements and
class of users, designing the best interface in a given framework, optimizing for the required
properties, such as learning and use efficiency);
Methods for implementing interfaces (for example, software tools, libraries, and rational
algorithms);
Methods for evaluating and comparing such interfaces;
Development of new interfaces and interaction methods;
The development of descriptive and predictable models;
Interaction theory.
As human-computer interaction evolved, accents shifted toward studying the work of the
human mind — how a person understands and recognizes objects and processes.
Ultimately, it is through this approach that a modern graphical user interface has
appeared.
The Mirage blocks complex, created in Microsoft Research, transforms physical objects
into three-dimensional images that can be “touched” and consists of a Microsoft Kinect
device, a 3D projector and 3D glasses synchronized with the frame frequency of the
projector. The complex is applicable in teleconferences, telemedicine, online trading.
Due to the growing popularity of computer networks in the 1990s. Research accents shifted to
the relationship between people and within social groups that were made possible by computers
Goals
The methodology and development of interface design (i.e., based on the requirements and
class of users, designing the best interface in a given framework, optimizing for the required
properties, such as learning and use efficiency);
Methods for implementing interfaces (for example, software tools, libraries, and rational
algorithms);
Methods for evaluating and comparing such interfaces;
Development of new interfaces and interaction methods;
The development of descriptive and predictable models;
Interaction theory.
As human-computer interaction evolved, accents shifted toward studying the work of the
human mind — how a person understands and recognizes objects and processes.
Ultimately, it is through this approach that a modern graphical user interface has
appeared.
The Mirage blocks complex, created in Microsoft Research, transforms physical objects
into three-dimensional images that can be “touched” and consists of a Microsoft Kinect
device, a 3D projector and 3D glasses synchronized with the frame frequency of the
projector. The complex is applicable in teleconferences, telemedicine, online trading.
Due to the growing popularity of computer networks in the 1990s. Research accents shifted to
the relationship between people and within social groups that were made possible by computers
10
and computer networks - the problem of effective interaction between people through a computer
has become urgent.
The prototype of an electronic pen with a built-in touch screen, created by Microsoft Research,
determines for what purpose a person uses an electronic pen — to write on a touch surface, “cut”
virtual sheets or paint pictures — and does not require mode switching.
In the near future, human-computer interaction will inevitably change. The widespread
penetration and incorporation of technology introduces enormous changes in the computer
interface itself. These changes are needed both to make it easier for the mass consumer to use a
variety of computers, and so that citizens and society can get all the benefits of computer
technology in general without working directly with computers. The term “interface” it will
change its meaning, and in its present understanding, it is most likely to become largely obsolete
(Shneiderman, et al,2016). We are becoming increasingly dependent on computer technology —
much like how we became dependent on industry, communications systems, and modern
provisioning infrastructure. In the future, our technological dependence will increase. Today,
looking at the Bluetooth-environment from a mobile phone, we see a lot of devices belonging to
someone in the neighborhood, and sometimes we even receive files unknown from whom. This
means permanent and not always controlled by us network interaction, which will expand and
intensify as the computers around us learn to recognize our personal network devices.
Considering that among such devices will inevitably be mini-medical monitoring devices,
including embedded medical devices, it is difficult not to recognize that the line between the
computer and the user becomes noticeably thinner.
and computer networks - the problem of effective interaction between people through a computer
has become urgent.
The prototype of an electronic pen with a built-in touch screen, created by Microsoft Research,
determines for what purpose a person uses an electronic pen — to write on a touch surface, “cut”
virtual sheets or paint pictures — and does not require mode switching.
In the near future, human-computer interaction will inevitably change. The widespread
penetration and incorporation of technology introduces enormous changes in the computer
interface itself. These changes are needed both to make it easier for the mass consumer to use a
variety of computers, and so that citizens and society can get all the benefits of computer
technology in general without working directly with computers. The term “interface” it will
change its meaning, and in its present understanding, it is most likely to become largely obsolete
(Shneiderman, et al,2016). We are becoming increasingly dependent on computer technology —
much like how we became dependent on industry, communications systems, and modern
provisioning infrastructure. In the future, our technological dependence will increase. Today,
looking at the Bluetooth-environment from a mobile phone, we see a lot of devices belonging to
someone in the neighborhood, and sometimes we even receive files unknown from whom. This
means permanent and not always controlled by us network interaction, which will expand and
intensify as the computers around us learn to recognize our personal network devices.
Considering that among such devices will inevitably be mini-medical monitoring devices,
including embedded medical devices, it is difficult not to recognize that the line between the
computer and the user becomes noticeably thinner.
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11
Part 6: Findings of the evaluation
According to the model on human-computer interactions, the paper analyzes the usability
and the interactive ability between the machine and the end user. The research shows how the
complexity of the environment of the operators work and the degree of control objectives have
an effect on performance on human computer system. In the field of human computer
interactions, there need to be studies on how computers and interfaces can be more effective in
operating with people. The difficulties in operations are caused by lack of a model for
information flow, actions taken and the aspects of psychology between the computers and the
humans. The research proposes information based model and the human computer interactions
that takes into consideration the flow of information and command between them. The result
models provides a framework in which there is studying of various notions of human computer
interactions.
User centered product design (UCPD) and the tools and methods offer basic benefits to
development of products. Design process, usability and functionality is arranged by using
specific user group or data. Including the end users in an optimum manner means including them
during the development stage of the whole product development phase. This is costly and time
consuming. This means permanent and not always controlled by us network interaction, which
will expand and intensify as the computers around us learn to recognize our personal network
devices.
Part 6: Findings of the evaluation
According to the model on human-computer interactions, the paper analyzes the usability
and the interactive ability between the machine and the end user. The research shows how the
complexity of the environment of the operators work and the degree of control objectives have
an effect on performance on human computer system. In the field of human computer
interactions, there need to be studies on how computers and interfaces can be more effective in
operating with people. The difficulties in operations are caused by lack of a model for
information flow, actions taken and the aspects of psychology between the computers and the
humans. The research proposes information based model and the human computer interactions
that takes into consideration the flow of information and command between them. The result
models provides a framework in which there is studying of various notions of human computer
interactions.
User centered product design (UCPD) and the tools and methods offer basic benefits to
development of products. Design process, usability and functionality is arranged by using
specific user group or data. Including the end users in an optimum manner means including them
during the development stage of the whole product development phase. This is costly and time
consuming. This means permanent and not always controlled by us network interaction, which
will expand and intensify as the computers around us learn to recognize our personal network
devices.
12
An extensive use of UCPD methods is not practical in the industry. This is done in order
to support the development process in general and secondly to support the selection of the
appropriate UCPD methods. Therefore a multichannel human interaction framework is created or
proposed. This is derived from the interaction between the computer and the machine.
The human extended machine cognition system is a form of Artificial intelligence which
are machine based. In this findings, the concept of human extended machine cognition can only
be applied to existing forms of machine human interactions. This is especially in regards to
contemporary web and internet.
The scientific direction appears Human-computer interaction (HCI, human-computer
interaction), which exists and develops to improve methods of developing, evaluating and
implementing interactive computer systems intended for human use. Since the late 1970s. The
main problem of human-computer interaction was ease of use, much has changed. Today, the
best experts in the field of developing and applying methods to simplify training and the use of
computer technology are engaged in research in this area. A huge amount of data has been
accumulated describing successful and unsuccessful examples of human-computer interaction
(Miehle, et al, 2016). Methods of studying and creating new products are being improved, a
whole arsenal of tried and tested research methods has been developed.
An extensive use of UCPD methods is not practical in the industry. This is done in order
to support the development process in general and secondly to support the selection of the
appropriate UCPD methods. Therefore a multichannel human interaction framework is created or
proposed. This is derived from the interaction between the computer and the machine.
The human extended machine cognition system is a form of Artificial intelligence which
are machine based. In this findings, the concept of human extended machine cognition can only
be applied to existing forms of machine human interactions. This is especially in regards to
contemporary web and internet.
The scientific direction appears Human-computer interaction (HCI, human-computer
interaction), which exists and develops to improve methods of developing, evaluating and
implementing interactive computer systems intended for human use. Since the late 1970s. The
main problem of human-computer interaction was ease of use, much has changed. Today, the
best experts in the field of developing and applying methods to simplify training and the use of
computer technology are engaged in research in this area. A huge amount of data has been
accumulated describing successful and unsuccessful examples of human-computer interaction
(Miehle, et al, 2016). Methods of studying and creating new products are being improved, a
whole arsenal of tried and tested research methods has been developed.
13
References
Anderson, T.G., Anderson, B., Aviles, W., Aviles, R., Jones, J. and Grafe, V.G., Facebook Inc,
2017. Human-computer user interaction. U.S. Patent 9,804,672.
Card, S.K., 2018. The psychology of human-computer interaction. CRC Press.
Hibbeln, M.T., Jenkins, J.L., Schneider, C., Valacich, J. and Weinmann, M., 2017. How is your
user feeling? Inferring emotion through human-computer interaction devices. Mis
Quarterly, 41(1), pp.1-21.
Hollnagel, E., 2017. FRAM: the functional resonance analysis method: modelling complex
socio-technical systems. CRC Press.
Lazar, J., Feng, J.H. and Hochheiser, H., 2017. Research methods in human-computer
interaction. Morgan Kaufmann.
Miehle, J., Yoshino, K., Pragst, L., Ultes, S., Nakamura, S. and Minker, W., 2016. Cultural
communication idiosyncrasies in human-computer interaction. In Proceedings of the 17th
Annual Meeting of the Special Interest Group on Discourse and Dialogue (pp. 74-79).
Rautaray, S.S. and Agrawal, A., 2015. Vision based hand gesture recognition for human
computer interaction: a survey. Artificial intelligence review, 43(1), pp.1-54.
Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N. and Diakopoulos, N.,
2016. Designing the user interface: strategies for effective human-computer interaction. Pearson.
Wiegmann, D.A. and Shappell, S.A., 2017. A human error approach to aviation accident
analysis: The human factors analysis and classification system. Routledge.
References
Anderson, T.G., Anderson, B., Aviles, W., Aviles, R., Jones, J. and Grafe, V.G., Facebook Inc,
2017. Human-computer user interaction. U.S. Patent 9,804,672.
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