Gender HCI
Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different genders interact with computers. Examples Gender HCI research has been conducted in the following areas (among others): *Biases in perceptions of gendered computerized partners *The effects of confidence and self-efficacy on genders' interactions with software. *The design of gender-specific software, such as video games created for women. *The design of display screen sizes and how they affect different genders. *The design of gender-neutral problem-solving software. Overview Gender HCI investigates ways in which attributes of software (or even hardware) can interact with gender differences. As with all of HCI, Gender HCI is a highly interdisciplinary area. Findings from fields such as psychology, computer science, marketing, neuroscience, education, and economics stron ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Gender
Gender is the range of social, psychological, cultural, and behavioral aspects of being a man (or boy), woman (or girl), or third gender. Although gender often corresponds to sex, a transgender person may identify with a gender other than their sex assigned at birth. Most cultures use a gender binary, in which gender is divided into two categories, and people are considered part of one or the other;Kevin L. Nadal, ''The Sage Encyclopedia of Psychology and Gender'' (2017, ), p. 401: "Most cultures currently construct their societies based on the understanding of gender binary—the two gender categorizations (male and female). Such societies divide their population based on biological sex assigned to individuals at birth to begin the process of gender socialization." those who are outside these groups may fall under the umbrella term '' non-binary''. Some societies have ''third genders'' (and ''fourth genders'', etc.) such as the hijras of South Asia and two-spirit per ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Mary Czerwinski
Mary Czerwinski is an American cognitive scientist and computer-human interaction expert who used to work for Microsoft Research as the manager of the Human Understanding and Empathy (HUE) group researching and developing systems that recognize, interpret, process and respond to human emotions for social good .Czerwinski currently resides in Redmond, WA. Education Czerwinski's education included 1978-1982—M.A; B.A, Experimental Psychology; Psychology at Ball State University She earned her doctorate in cognitive science from Indiana University Bloomington 1982-1988.ref name="auto"/> Career and research She worked in computer-human interaction for Bellcore, the Johnson Space Center, and Compaq, and also held an adjunct position at Rice University while at Compaq. She moved to Microsoft in 1996, as a usability tester in product development. Two years later, she joined Microsoft Research, as the first social scientist to work there.. She worked in the visualization and interac ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Usability
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. Usability includes methods of measuring usability, such as needs analysis and ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Topics In Human-computer Interaction
Topic, topics, TOPIC, topical, or topicality may refer to: Topic / Topics * Topić, a Slavic surname * ''Topics'' (Aristotle), a work by Aristotle * Topic (chocolate bar), a brand of confectionery bar * Topic (DJ), German musician * Topic (linguistics), the information motivating a sentence or clause's structure * '' Topic: The Washington & Jefferson College Review'', an academic journal * Topic Records, a British record label * In topic-based authoring, a topic is a discrete piece of content that is about a specific subject, has an identifiable purpose, and can stand alone * Topic Studios, a production organization and streaming video service run by First Look Media TOPIC * TOPIC, an Internet Relay Chat (IRC) command setting a channel's title * BID 770, a British cipher machine codenamed "TOPIC" Topical * Topical medication, medication applied to bodily surfaces Topicality * Topicality (policy debate), a stock issue in policy debate See also * On-topic * * * * ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Self-efficacy
In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura in 1977. Self-efficacy affects every area of human endeavor. By determining the beliefs a person holds regarding their power to affect situations, self-efficacy strongly influences both the power a person actually has to face challenges competently and the choices a person is most likely to make. These effects are particularly apparent, and compelling, with regard to investment behaviors such as in health, education, and agriculture. A strong sense of self-efficacy promotes human accomplishment and personal well-being. A person with high self-efficacy views challenges as things that are supposed to be mastered rather than threats to avoid. These people are able to recover from failure faster and are more likely to attribute failure to a lack of effort. They approach threatening situatio ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Feminist HCI
Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of Bardzell's proposed frameworks have been rarely used since. History In the early 1980s, there was optimism as to how the field of cognitive psychology could contribute to the development of the field of HCI. As computer systems at the time were widely regarded as difficult to learn and use, mainstream information processing theories and models in psychology were used as a basis from which to develop design principles, methods, analytic tools and prescriptive advice for the design of computer interfaces. This was done generally by three methods: basic resear ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Violence Against Women
Violence against women (VAW), also known as gender-based violence (GBV) or sexual and gender-based violence (SGBV), violent, violence primarily committed by Man, men or boys against woman, women or girls. Such violence is often considered hate crime, committed against persons specifically because they are of the female gender, and can take many forms. Violence against men is the opposite category, where acts of violence are targeted against the male gender. VAW has an extensive history, though the incidents and intensity of violence has varied over time and between societies. Such violence is often seen as a mechanism for the subjugation of women, whether in society in general or in an interpersonal relationship. The UN Declaration on the Elimination of Violence Against Women states, "violence against women is a manifestation of historically unequal power relations between men and women" and "violence against women is one of the crucial social mechanisms by which women are fo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Video Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hacker (hobbyist)
The hacker culture is a subculture of individuals who enjoy—often in collective effort—the intellectual challenge of creatively overcoming the limitations of software systems or electronic hardware (mostly digital electronics), to achieve novel and clever outcomes. The act of engaging in activities (such as programming or other media) in a spirit of playfulness and exploration is termed ''hacking''. However, the defining characteristic of a hacker is not the activities performed themselves (e.g. programming), but how it is done and whether it is exciting and meaningful. Activities of playful cleverness can be said to have "hack value" and therefore the term "hacks" came about, with early examples including pranks at MIT done by students to demonstrate their technical aptitude and cleverness. The hacker culture originally emerged in academia in the 1960s around the Massachusetts Institute of Technology (MIT)'s Tech Model Railroad Club (TMRC) and MIT Artificial Inte ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Alan F
Alan may refer to: People *Alan (surname), an English and Kurdish surname *Alan (given name), an English given name **List of people with given name Alan ''Following are people commonly referred to solely by "Alan" or by a homonymous name.'' *Alan (Chinese singer) (born 1987), female Chinese singer of Tibetan ethnicity, active in both China and Japan *Alan (Mexican singer) (born 1973), Mexican singer and actor *Alan (wrestler) (born 1975), a.k.a. Gato Eveready, who wrestles in Asistencia Asesoría y Administración *Alan (footballer, born 1979) (Alan Osório da Costa Silva), Brazilian footballer *Alan (footballer, born 1998) (Alan Cardoso de Andrade), Brazilian footballer *Alan I, King of Brittany (died 907), "the Great" * Alan II, Duke of Brittany (c. 900–952) *Alan III, Duke of Brittany(997–1040) *Alan IV, Duke of Brittany (c. 1063–1119), a.k.a. Alan Fergant ("the Younger" in Breton language) * Alan of Tewkesbury, 12th century abbott *Alan of Lynn (c. 1348–1423), 15th ce ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |