LESSON 1
Introduction to HCI
Human-computer Interaction
- a multidisciplinary field of study
focusing on design of computer
technology and interaction between
humans (users) and computers
Interface between humans & computers
- essential to facilitate interaction of
humans with computers
Graphical User Interface (GUI)
- used by desktop applications, internet
browsers, handheld computers, ERP,
and computer kiosks
Goal of HCI
to produce a user interface that makes
it:
1. easy
2. efficient
3. enjoyable (user-friendly)
History of HCI
1970s
- rise of the personal computer
1970s: cathode ray tube (CRT) and
green screen monitors
CRTs - 20 years
Light-emitting Diode (LED) - 8000
operating hours & disposable
1980s
- graphical user interface (GUI)
colorful
1990s
- the Internet and collaborative works
2000s
- mobile computing and beyond
Android and IOS
from only calls and texts, no graphics
Today
- HCI used in the area of Cognitive
Science
working memory, visual image
storage, auditory image storage
similar to human brain
Research Fields in HCI
Ubiquitous Communication
- communication through high-speed
local networks, nationally over wide-
area networks, and portably via
infrared, ultrasonic, cellular, etc.
- data and computational services will
be portable accessible from many if
not most locations
Internet anytime, anywhere
High Functionality Systems
- large functions associated with
systems
- most users (technical or non-
technical) will not have time to learn
systems traditionally (ex: through thick
manuals)
used in weather forecasting
measures continuous data
Mass Availability of Computer Graphics
- computer graphics capabilities:
1. image processing
2. graphics transformations
3. rendering
4. interactive animation
- will become widespread as
inexpensive chips
- will become available for inclusion in
general workstations
Mixed Media
- systems handling images, voice,
sounds, video, text, and formatted
data
- exchangeable over communication
links among users
- merging of separate worlds of
consumer electronics (ex: stereo sets,
VCRs, televisions) and computers
- computer + print worlds cross
assimilate each other
Multimedia/Graphics
High-bandwidth Interaction
- rate at which humans and machines
interact will increase (due to changes
in speed, computer graphics, new
media, and new input/output devices)
- lead to qualitatively different interfaces
(ex: VR or computational video)
Large and Thin Displays
- new display technologies will finally
mature, enabling displays that are:
1. very large
2. thin
3. lightweight
4. have low power consumption
- will have large effects on portability
- will enable development of paper-like,
pen-based computer interaction