Human-centered Computing (HCC)
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Human-centered Computing (HCC)
Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information. Human-centered computing researchers and practitioners usually come from one or more disciplines such as computer science, human factors, sociology, psychology, cognitive science, anthropology, communication studies, graphic design, and industrial design. Some researchers focus on understanding hu ...
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Mike Cooley (engineer)
Michael Joseph Edward Cooley (23 March 1934 – 4 September 2020) was an Irish-born engineer, writer and trade union leader, best known for his work on the social effects of technology, "Socially Useful Production" and "Human Centred Systems". He was involved in workplace activism at the British company Lucas Aerospace in the late 1970s. In 1981, he was a recipient of the Right Livelihood Award for "designing and promoting the theory and practice of human-centred, socially useful production." Cooley held several leadership positions in the field of computer-aided design (CAD) and was an advisor on numerous public and private sector projects. He was the founding president of the International Research Institute in Human Centred Systems (IRIHCS) and the international Journal '' AI & Society'', and founding director of the Greater London Enterprise Board. He published over 100 scientific papers and fifteen books, and was a guest lecturer at universities in Europe, Australia, the US ...
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Usability Testing
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability testing focuses on measuring a human-made product's capacity to meet its intended purposes. Examples of products that commonly benefit from usability testing are food, consumer products, websites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, o ...
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Prototype
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the Formal specification, formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation prototypical. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms ...
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Wire-frame Model
In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each Edge (geometry), edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent Vertex (computer graphics), vertices using (straight) straight line, lines or Curve (geometry), curves. The object is projected into screen space and rendering (computer graphics), rendered by drawing lines at the location of each edge. The term "wire frame" comes from designers using metal wire to represent the three-dimensional shape of solid objects. 3D wireframe computer models allow for the construction and manipulation of solids and solid surfaces. 3D solid modeling efficiently draws higher quality representations of solids than conventional Line art, line drawing. Using a wire-frame model allows for the ...
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Ideation (creative Process)
Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic unit of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice. Criticism The word "ideation" has come under informal criticism as being a term of meaningless jargon, as well as being inappropriately similar to the psychiatric term for suicidal ideation. Methods and approaches There are many methods and approaches for ideation. A list of common ideation techniques is as follows: * Brainstorming: A technique where the basic premise is to get a group together and have them share their ideas freely, without judgement. The goal is to generate as many ideas as possible, regardless of whether the ...
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Competitor Analysis
Competitive analysis in marketing and strategic management is an assessment of the strengths and weaknesses of current and potential competitors. This analysis provides both an offensive and defensive strategic context to identify opportunities and threats. Profiling combines all of the relevant sources of competitor analysis into one framework in the support of efficient and effective strategy formulation, implementation, monitoring and adjustment. Competitive analysis is an essential component of corporate strategy. It is argued that most firms do not conduct this type of analysis systematically enough. Instead, many enterprises operate on what is called "informal impressions, conjectures, and intuition gained through the tidbits of information about competitors every manager continually receives." As a result, traditional environmental scanning places many firms at risk of dangerous competitive blindspots due to a lack of robust competitor analysis.(Fleisher & Bensoussan, 2007 ...
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Wikimania Human Centered Design Visualization
Wikimania is the Wikimedia movement's annual conference, organized by volunteers and hosted by the Wikimedia Foundation. Topics of presentations and discussions include Wikimedia projects such as Wikipedia, other wikis, open-source software, free knowledge and free content, and social and technical aspects related to these topics. Since 2011, the winner of the Wikimedian of the Year award (known as the "Wikipedian of the Year" until 2017) has been announced at Wikimania. Conferences 2005 Wikimania 2005, the first Wikimania conference, was held from August 4 to 8, 2005 at the ''Haus der Jugend'' in Frankfurt, Germany, attracting about 380 attendees. The week of the conference included four "Hacking Days", from August 1 to 4, when some 25 developers gathered to work on code and discuss the technical aspects of MediaWiki and of running the Wikimedia projects. The main days of the conference, despite its billing as being "August 4–8", were Friday to Sunday of that week, ...
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Social Science
Social science (often rendered in the plural as the social sciences) is one of the branches of science, devoted to the study of societies and the relationships among members within those societies. The term was formerly used to refer to the field of sociology, the original "science of society", established in the 18th century. It now encompasses a wide array of additional academic disciplines, including anthropology, archaeology, economics, geography, history, linguistics, management, communication studies, psychology, culturology, and political science. The majority of positivist social scientists use methods resembling those used in the natural sciences as tools for understanding societies, and so define science in its stricter modern sense. Speculative social scientists, otherwise known as interpretivist scientists, by contrast, may use social critique or symbolic interpretation rather than constructing empirically falsifiable theories, and thus treat science in its ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and Unit operation, process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide mi ...
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Usability Engineering
Usability engineering is a professional discipline that focuses on improving the usability of interactive systems. It draws on theories from computer science and psychology to define problems that occur during the use of such a system. Usability Engineering involves the testing of designs at various stages of the development process, with users or with usability experts. The history of usability engineering in this context dates back to the 1980s. In 1988, authorJohn WhitesideanJohn Bennett€”of Digital Equipment Corporation and IBM, respectively—published material on the subject, isolating the early setting of goals, iterative evaluation, and prototyping as key activities. The usability expert Jakob Nielsen is a leader in the field of usability engineering. In his 1993 book Usability Engineering', Nielsen describes methods to use throughout a product development process—so designers can ensure they take into account the most important barriers to learnability, efficiency, memo ...
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