Outline Of Human–computer Interaction
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The following outline is provided as an overview of and topical guide to human–computer interaction: Human–Computer Interaction (HCI) – the intersection of computer science and behavioral sciences — this field involves the study, planning, and design of the interaction between people (users) and computers. Attention to human-machine interaction is important, because poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the
Three Mile Island accident The Three Mile Island accident was a partial nuclear meltdown of the Unit 2 reactor (TMI-2) of the Three Mile Island Nuclear Generating Station, located on the Susquehanna River in Londonderry Township, Dauphin County, Pennsylvania, Londonderry T ...
where investigations concluded that the design of the human-machine interface was at least partially responsible for the disaster.


Definitions

Human–Computer Interaction can be described as all of the following: * A field of science – systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe. ** An
applied science Applied science is the application of the scientific method and scientific knowledge to attain practical goals. It includes a broad range of disciplines, such as engineering and medicine. Applied science is often contrasted with basic science, ...
– field that applies human knowledge to build or design useful things. *** A field of
computer science Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
– scientific and practical approach to computation and its applications. ** An application of engineering – science, skill, and profession of acquiring and applying scientific, economic, social, and practical knowledge, to design and also build structures, machines, devices, systems, materials and processes. *** An application of software engineering – application of a systematic, disciplined, quantifiable approach to the design, development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software. SWEBOK **** A subfield of
computer programming Computer programming or coding is the composition of sequences of instructions, called computer program, programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of proc ...
– process of designing, writing, testing, debugging, and maintaining the source code of computer programs. This source code is written in one or more programming languages (such as Java, C++, C#, Python, PHP etc.). The purpose of programming is to create a set of instructions that computers use to perform specific operations or to exhibit desired behaviors. ** A
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 ...
– academic discipline concerned with society and human behavior. *** A
behavioral science Behavioural science is the branch of science concerned with Human behavior, human behaviour.Hallsworth, M. (2023). A manifesto for applying behavioural science. ''Nature Human Behaviour'', ''7''(3), 310-322. While the term can technically be ap ...
– discipline that explores the activities of and interactions among organisms. It involves the systematic analysis and investigation of human and animal behavior through controlled and naturalistic observation, and disciplined scientific experimentation. Examples of behavioral sciences include psychology, psychobiology, and cognitive science. * A type of
system A system is a group of interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its open system (systems theory), environment, is described by its boundaries, str ...
– set of interacting or interdependent components forming an integrated whole or a set of elements (often called 'components' ) and relationships which are different from relationships of the set or its elements to other elements or sets. ** A system that includes software – software is a collection of computer programs and related data that provides the instructions for telling a computer what to do and how to do it. Software refers to one or more computer programs and data held in the storage of the computer. In other words, software is a set of programs, procedures, algorithms and its documentation concerned with the operation of a data processing system. * A type of technology – making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. ** A form of computer technology – computers and their application.


Styles of human–computer interaction

*
Command line interface A command-line interface (CLI) is a means of interacting with software via commands each formatted as a line of text. Command-line interfaces emerged in the mid-1960s, on computer terminals, as an interactive and more user-friendly alternati ...
*
Graphical user interface A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(GUI) **
Copy and paste Cut, copy, and paste are essential Command (computing), commands of modern human–computer interaction and user interface design. They offer an interprocess communication technique for transferring data (computing), data through a computer's us ...
, Cut and paste **
Single Document Interface A multiple-document interface (MDI) is a graphical user interface in which multiple windows reside under a single parent window. Such systems often allow child windows to embed other windows inside them as well, creating complex nested hierarchies ...
,
Multiple Document Interface A multiple-document interface (MDI) is a graphical user interface in which multiple windows reside under a single parent window. Such systems often allow child windows to embed other windows inside them as well, creating complex Hierarchy#Nested hi ...
,
Tabbed Document Interface In interface design, a tab is a graphical user interface object that allows multiple documents or panels to be contained within a single window, using tabs as a navigational widget for switching between sets of documents. It is an interface s ...
** Elements of graphical user interfaces *** Pointer ***
Widget (computing) A graphical widget (also graphical control element or control) in a graphical user interface is an element of interaction, such as a button or a scroll bar. Controls are software components that a computer user interacts with through direct m ...
***
icon An icon () is a religious work of art, most commonly a painting, in the cultures of the Eastern Orthodox, Oriental Orthodox, Catholic Church, Catholic, and Lutheranism, Lutheran churches. The most common subjects include Jesus, Mary, mother of ...
s *
WIMP (computing) In human–computer interaction, WIMP stands for "window (computing), windows, icon (computing), icons, menu (computing), menus, Pointer (user interface), pointer", denoting a style of interaction using List of graphical user interface elements, ...
*
Point and click Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse or other pointing device (''click''). An example of point and click is in hypermed ...
*
Drag and drop In computer graphical user interfaces, drag and drop is a pointing device gesture in which the user (computing), user selects a virtual object by "grabbing" it and dragging it to a different location or onto another virtual object. In general, i ...
*
Window manager A window manager is system software that controls the placement and appearance of window (computing), windows within a windowing system in a graphical user interface. Most window managers are designed to help provide a desktop environment. They ...
s *
WYSIWYG In computing, WYSIWYG ( ), an acronym for what you see is what you get, refers to software that allows content to be edited in a form that resembles its appearance when printed or displayed as a finished product, such as a printed document, web ...
(what you see is what you get) *
Zooming user interface In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) where users can change the scale of the viewed area in order to see more detail or less, and browse through ...
(ZUI) * Brushing and linking * Crossing-based interface *
Conversational user interface A conversational user interface (CUI) is a user interface for computers that emulates a conversation with a real human. Historically, computers have relied on text-based user interfaces and graphical user interfaces (GUIs) (such as the user pressin ...
* Voice computing


Related fields

Human–computer interaction draws from the following fields: *
psychology Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ...
** human
memory Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembe ...
** human
perception Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous syste ...
***
sensory system The sensory nervous system is a part of the nervous system responsible for processing sensory information. A sensory system consists of sensory neurons (including the sensory receptor cells), neural pathways, and parts of the brain involved ...
* sociology and
social psychology Social psychology is the methodical study of how thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others. Although studying many of the same substantive topics as its counterpart in the field ...
*
cognitive science Cognitive science is the interdisciplinary, scientific study of the mind and its processes. It examines the nature, the tasks, and the functions of cognition (in a broad sense). Mental faculties of concern to cognitive scientists include percep ...
*
human factors Ergonomics, also known as human factors or human factors engineering (HFE), is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Primary goals of human factors eng ...
/ cognitive ergonomics / physical ergonomics **
repetitive strain injury A repetitive strain injury (RSI) is an injury to part of the musculoskeletal or nervous system caused by repetitive use, vibrations, compression or long periods in a fixed position. Other common names include repetitive stress injury, repetitiv ...
*
computer science Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
**
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
**
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
**
computer vision Computer vision tasks include methods for image sensor, acquiring, Image processing, processing, Image analysis, analyzing, and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical ...
* visualization **
information visualization Data and information visualization (data viz/vis or info viz/vis) is the practice of designing and creating Graphics, graphic or visual Representation (arts), representations of a large amount of complex quantitative and qualitative data and i ...
**
scientific visualization Scientific visualization ( also spelled scientific visualisation) is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. Michael Friendly (2008)"Milestones in the history of thematic cartography, st ...
** knowledge visualization * design **
industrial design Industrial design is a process of design applied to physical Product (business), products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in adva ...
**
graphic design Graphic design is a profession, academic discipline and applied art that involves creating visual communications intended to transmit specific messages to social groups, with specific objectives. Graphic design is an interdisciplinary branch of ...
and
aesthetics Aesthetics (also spelled esthetics) is the branch of philosophy concerned with the nature of beauty and taste (sociology), taste, which in a broad sense incorporates the philosophy of art.Slater, B. H.Aesthetics ''Internet Encyclopedia of Ph ...
**
information design Information design is the practice of presenting information in a way that fosters an efficient and effective understanding of the information. The term has come to be used for a specific area of graphic design related to displaying information ...
**
interaction design Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of foc ...
** process-centered design ** sonic interaction design * Interactive Art and HCI *
library and information science Library and information science (LIS)Library and Information Sciences is the name used in the Dewey Decimal Classification for class 20 from the 18th edition (1971) to the 22nd edition (2003). are two interconnected disciplines that deal with inf ...
, information science *
information security Information security is the practice of protecting information by mitigating information risks. It is part of information risk management. It typically involves preventing or reducing the probability of unauthorized or inappropriate access to data ...
** HCISec * speech-language pathology *
personal information management Personal information management (PIM) is the study and implementation of the activities that people perform in order to acquire or create, store, organize, maintain, retrieve, and use informational items such as documents (paper-based and digital ...
*
phenomenology Phenomenology may refer to: Art * Phenomenology (architecture), based on the experience of building materials and their sensory properties Philosophy * Phenomenology (Peirce), a branch of philosophy according to Charles Sanders Peirce (1839� ...


History of human–computer interaction

History of human–computer interaction History is the systematic study of the past, focusing primarily on the human past. As an academic discipline, it analyses and interprets evidence to construct narratives about what happened and explain why it happened. Some theorists categ ...
*
Ivan Sutherland Ivan Edward Sutherland (born May 16, 1938) is an American computer scientist and Internet pioneer, widely regarded as a pioneer of computer graphics. His early work in computer graphics as well as his teaching with David C. Evans in that subje ...
's
Sketchpad Sketchpad (a.k.a. Robot Draftsman) is a computer program written by Ivan Sutherland in 1963 in the course of his PhD thesis, for which he received the Turing Award in 1988, and the Kyoto Prize in 2012. It pioneered human–computer interaction ...
* History of automated adaptive instruction in computer applications * History of the GUI


Interaction paradigms

*
Time-sharing In computing, time-sharing is the Concurrency (computer science), concurrent sharing of a computing resource among many tasks or users by giving each Process (computing), task or User (computing), user a small slice of CPU time, processing time. ...
(1959) *
hypertext Hypertext is E-text, text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typic ...
(Ted Nelson 1963),
hypermedia Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term ''multimedia'', which may include non-interactive linear ...
and
hyperlink In computing, a hyperlink, or simply a link, is a digital reference providing direct access to Data (computing), data by a user (computing), user's point and click, clicking or touchscreen, tapping. A hyperlink points to a whole document or to ...
s * Direct manipulation (ex. lightpen 1963, mice 1968) * Desktop metaphor (197x XEROX PARC) * Windows-Paradigm *
Personal computer A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
*
CSCW Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the ...
: Computer Supported Collaborative (or Cooperative) Work,
collaborative software Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them." Regar ...
*
Ubiquitous computing Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing imp ...
("ubicomp") coined 1988 *
World Wide Web The World Wide Web (WWW or simply the Web) is an information system that enables Content (media), content sharing over the Internet through user-friendly ways meant to appeal to users beyond Information technology, IT specialists and hobbyis ...
(Tim Berners Lee 1989) * Mobile interaction * "sensor-based / context-aware interaction"-paradigm


Notable systems and prototypes

*
Office of the future The office of the future is a collection of ideas for redesigning the office. As technology and society have evolved, the definition of the office of the future has changed. Current concepts, dating from the 1940s, are now known as the "paperless ...
(1940s) *
Sketchpad Sketchpad (a.k.a. Robot Draftsman) is a computer program written by Ivan Sutherland in 1963 in the course of his PhD thesis, for which he received the Turing Award in 1988, and the Kyoto Prize in 2012. It pioneered human–computer interaction ...
(1963) * NLS and
The Mother of All Demos "The Mother of All Demos" was a landmark computer demonstration, named retroactively, of developments by Stanford Research Institute's Augmentation Research Center. It was presented at the Association for Computing Machinery / Institute of Ele ...
(1968) *
Dynabook The KiddiComp concept, envisioned by Alan Kay in 1968 while a PhD candidate, and later developed and described as the Dynabook in his 1972 proposal "A personal computer for children of all ages", outlines the requirements for a conceptual porta ...
(circa 1970) *
Xerox Alto The Xerox Alto is a computer system developed at Xerox PARC (Palo Alto Research Center) in the 1970s. It is considered one of the first workstations or personal computers, and its development pioneered many aspects of modern computing. It featu ...
(1973) *
Xerox Star The Xerox Star workstation, officially named Xerox Star 8010 Information System, is the first commercial personal computer to incorporate technologies that have since become standard in personal computers, including a bitmapped display, a window- ...
(1981) *
Apple Macintosh Mac is a brand of personal computers designed and marketed by Apple Inc., Apple since 1984. The name is short for Macintosh (its official name until 1999), a reference to the McIntosh (apple), McIntosh apple. The current product lineup inclu ...
(1984) * Knowledge Navigator (1987) * Project Looking Glass (circa 2003 or 2004) * The Humane Environment (alpha release, 2004)


General human–computer interaction concepts

* accessibility and
computer accessibility Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term ''accessibility'' is most often used in reference to specialized hardware or software, or a co ...
* adaptive autonomy *
affordance In psychology, affordance is what the environment offers the individual. In design, affordance has a narrower meaning; it refers to possible actions that an actor can readily perceive. American psychologist James J. Gibson coined the term ...
* banner blindness *
computer user satisfaction Computer user satisfaction (CUS) is the systematic measurement and evaluation of how well a computer system or application fulfills the needs and expectations of individual users. The measurement of computer user satisfaction studies how intera ...
* contextual design and
contextual inquiry Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher w ...
* Feminist HCI * gender HCI * gulf of evaluation * gulf of execution *
habituation Habituation is a form of non-associative learning in which an organism’s non-reinforced response to an inconsequential stimulus decreases after repeated or prolonged presentations of that stimulus. For example, organisms may habituate to re ...
* human action cycle * human interface device * human–machine interface * interaction technique *
look and feel In software design, the look and feel of a graphical user interface comprises aspects of its design, including elements such as colors, shapes, layout, and typefaces (the "look"), as well as the behavior of dynamic elements such as buttons, boxes ...
* mode (user interface) * physiological interaction * principle of least astonishment *
progressive disclosure Progressive disclosure is an interaction design pattern used to make applications easier to learn and less error-prone. It does so by deferring some advanced or rarely-used features to a secondary screen and designing workflows where information i ...
* sonic interaction design * thanatosensitivity * transparency *
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 softw ...
and
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 mo ...
*
user Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an ...
, luser *
user experience User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, a ...
and
user experience design User experience design (UX design, UXD, UED, or XD), upon which is the centralized requirements for "User Experience Design Research" (also known as UX Design Research), defines the experience a user would go through when interacting with a compa ...
*
user-friendliness 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 softw ...
*
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 fro ...
and
user interface design User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the ...
* user interface engineering and
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 E ...
*
handheld device A mobile device or handheld device is a computer small enough to hold and operate in hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices, such as a touchscreen or keypad. ...
s * Human–computer information retrieval *
Information retrieval Information retrieval (IR) in computing and information science is the task of identifying and retrieving information system resources that are relevant to an Information needs, information need. The information need can be specified in the form ...
* Internet and the
World Wide Web The World Wide Web (WWW or simply the Web) is an information system that enables Content (media), content sharing over the Internet through user-friendly ways meant to appeal to users beyond Information technology, IT specialists and hobbyis ...
*
multimedia Multimedia is a form of communication that uses a combination of different content forms, such as Text (literary theory), writing, Sound, audio, images, animations, or video, into a single presentation. T ...
*
Software agent In computer science, a software agent is a computer program that acts for a user or another program in a relationship of agency. The term ''agent'' is derived from the Latin ''agere'' (to do): an agreement to act on one's behalf. Such "action on ...
s * Universal usability *
User experience design User experience design (UX design, UXD, UED, or XD), upon which is the centralized requirements for "User Experience Design Research" (also known as UX Design Research), defines the experience a user would go through when interacting with a compa ...
*
Visual programming language In computing, a visual programming language (visual programming system, VPL, or, VPS), also known as diagrammatic programming, graphical programming or block coding, is a programming language that lets users create computer program, programs by ...
s. * Knowbility


Hardware

Hardware
input/output In computing, input/output (I/O, i/o, or informally io or IO) is the communication between an information processing system, such as a computer, and the outside world, such as another computer system, peripherals, or a human operator. Inputs a ...
devices and
peripheral A peripheral device, or simply peripheral, is an auxiliary hardware device that a computer uses to transfer information externally. A peripheral is a hardware component that is accessible to and controlled by a computer but is not a core compo ...
s: * List of input devices **
unit record equipment Starting at the end of the nineteenth century, well before the advent of electronic computers, data processing was performed using Electromechanics, electromechanical machines collectively referred to as unit record equipment, electric accounting ...
**
barcode scanner A barcode reader or barcode scanner is an optical scanner that can read printed barcodes and send the data they contain to computer. Like a flatbed scanner, it consists of a light source, a lens, and a light sensor for translating optical impulses ...
** keyboard ***
computer keyboard A computer keyboard is a built-in or peripheral input device modeled after the typewriter keyboard which uses an arrangement of buttons or Push-button, keys to act as Mechanical keyboard, mechanical levers or Electronic switching system, electro ...
***
keyboard shortcut In computing, a keyboard shortcut (also hotkey/hot key or key binding) is a software-based assignment of an action to one or more keys on a computer keyboard. Most Operating system, operating systems and Application software, applications come ...
*** ways to make typing more efficient:
command history Command history is a feature in many operating system shells, computer algebra programs, and other software that allows the user to recall, edit and rerun previous commands. Command line history was added to Unix in Bill Joy's C shell of 1978; ...
,
autocomplete Autocomplete, or word completion, is a feature in which an application software, application predicts the rest of a word a user is typing. In Android (operating system), Android and iOS smartphones, this is called predictive text. In graphical us ...
, autoreplace and
Intellisense Code completion is an autocompletion feature in many integrated development environments (IDEs) that speeds up the process of coding applications by fixing common mistakes and suggesting lines of code. This usually happens through popups while typ ...
**
microphone A microphone, colloquially called a mic (), or mike, is a transducer that converts sound into an electrical signal. Microphones are used in many applications such as telephones, hearing aids, public address systems for concert halls and publi ...
**
pointing device A pointing device is a human interface device that allows a User (computing)#End-user, user to input Three-dimensional space, spatial (i.e., continuous and multi-dimensional) data to a computer. Graphical user interfaces (GUI) and Computer- ...
***
computer mouse A computer mouse (plural mice; also mouses) is a hand-held pointing device that detects Plane (mathematics), two-dimensional motion relative to a surface. This motion is typically translated into the motion of the Cursor (user interface)#Po ...
**** mouse chording * List of output devices ** visual devices *** graphical output device ***
display device A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signa ...
***
computer display A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a visual display, support electronics, power supply, housing, electrical connectors, and external user controls. T ...
***
video projector A video projector is an image projector that receives a video signal and projects the corresponding image onto a projection screen using a lens system. Video projectors use a very bright ultra-high-performance lamp (a special mercury arc l ...
***
computer printer A printer is a peripheral machine which makes a durable representation of graphics or text, usually on paper. While most output is human-readable, bar code printers are an example of an expanded use for printers. Different types of printer ...
***
plotter A plotter is a machine that produces vector graphics drawings. Plotters draw lines on paper using a pen, or in some applications, use a knife to cut a material like Polyvinyl chloride, vinyl or leather. In the latter case, they are sometimes k ...
** auditory devices ***
speakers Speaker most commonly refers to: * Speaker, a person who produces speech * Loudspeaker, a device that produces sound ** Computer speakers Speaker, Speakers, or The Speaker may also refer to: Arts and entertainment * Speaker (song), "Speaker" ( ...
***
earphones Headphones are a pair of small loudspeaker drivers worn on or around the head over a user's ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound. Headphones let a single user listen to an ...
** tactile devices *** refreshable Braille display ***
braille embosser A braille embosser is an impact printer that renders text as tactile braille cells. Using braille translation software, a document or digital text can be embossed with relative ease. This makes braille production efficient and cost-effective. ...
*** Haptic devices


Interface design methods

* activity-centered design *
Affordance analysis In psychology, affordance is what the environment offers the individual. In design, affordance has a narrower meaning; it refers to possible actions that an actor can readily perceive. American psychologist James J. Gibson coined the term i ...
*
bodystorming Bodystorming is a technique sometimes used in interaction design or as a creativity technique. It has also been cited as catalyzing scientific research when used as a modeling tool. The idea is to imagine what it would be like if the product exi ...
* Contextual design *
focus group A focus group is a group interview involving a small number (sometimes up to ten) of demographically predefined participants. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are used in market researc ...
*
iterative design Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. T ...
*
participatory design Participatory design (originally co-operative design, now often co-design and also co-creation ) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design pro ...
* pictive user interface workshop method *
rapid prototyping Rapid prototyping is a group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional computer aided design ( CAD) data. Construction of the part or assembly is usually done using 3D printing ...
* Scenario-based design (SBD) *
task analysis Task analysis is a fundamental tool of human factors engineering. It entails analyzing how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, ...
/ task modeling *
user-centered design User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or brand are given extensive attention at each stag ...
*
usage-centered design Usage-centered design is an approach to user interface design based on a focus on user intentions and usage patterns. It analyzes users in terms of the roles they play in relation to systems and employs abstract (essential) use cases for task ...
* User scenario * Value sensitive design *
Wizard of Oz experiment In the field of human–computer interaction, a Wizard of Oz experiment is a research experiment in which subjects interact with a computer system that subjects believe to be autonomous, but that is actually operated or partially operated by an u ...


Usability

*
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 mo ...
*
heuristic evaluation A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with rec ...
*
cognitive walkthrough The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system. A cognitive walkthrough is task-specific, whe ...
* usability lab


Models and laws

* Hick's law *
Fitts' law Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and Human factors and ergonomics, ergonomics. The scientific law, law predicts that the time required to rapidly move to ...
* Steering law * GOMS – goals, operators, methods, and selection rules * Keystroke-level model (KLM)


Cultural influences


Movies

Motion pictures featuring interesting user interfaces: * '' 2001: A Space Odyssey'' (1968) * '' Star Wars Episode IV: A New Hope'' (1977) * '' Alien'' (1979) * ''
Blade Runner ''Blade Runner'' is a 1982 science fiction film directed by Ridley Scott from a screenplay by Hampton Fancher and David Peoples. Starring Harrison Ford, Rutger Hauer, Sean Young, and Edward James Olmos, it is an adaptation of Philip K. Di ...
'' (1982) * ''
Tron ''Tron'' (stylized as ''TRON'') is a 1982 American science fiction action adventure film written and directed by Steven Lisberger from a story by Lisberger and Bonnie MacBird. The film stars Jeff Bridges as Kevin Flynn, a computer programmer ...
'' (1982) * '' The Last Starfighter'' (1984) * ''
Ghost in the Shell ''Ghost in the Shell'' is a Japanese cyberpunk media franchise based on the manga series of the same name written and illustrated by Masamune Shirow. The manga, first serialized between 1989 and 1991, is set in mid-21st century Japan and tel ...
'' (1991/1995) * '' The Lawnmower Man'' (1992) * '' Johnny Mnemonic'' (1995) * ''
The Matrix ''The Matrix'' is a 1999 science fiction film, science fiction action film written and directed by the Wachowskis. It is the first installment in the The Matrix (franchise), ''Matrix'' film series, starring Keanu Reeves, Laurence Fishburne, Ca ...
'' (1999) * '' Final Fantasy: The Spirits Within'' (2001) * '' Minority Report'' (2002) * '' Simone'' (2002) * '' I, Robot'' (2004) * ''
Iron Man Iron Man is a superhero appearing in American comic books published by Marvel Comics. Co-created by writer and editor Stan Lee, developed by scripter Larry Lieber, and designed by artists Don Heck and Jack Kirby, the character first appearan ...
'' (2008) * ''
Avatar Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
'' (2009) * ''
Her Her is the objective and possessive form of the English-language feminine pronoun she. Her, HER or H.E.R. may also refer to: Arts, entertainment and media Music Performers * H.E.R. (born 1997), American singer * HIM (Finnish band), once kn ...
'' (2013)


Human–computer interaction organizations


Industrial labs and companies

Industrial labs and companies known for innovation and research in HCI: * Alias Wavefront *
Apple Computer Apple Inc. is an American multinational corporation and technology company headquartered in Cupertino, California, in Silicon Valley. It is best known for its consumer electronics, software, and services. Founded in 1976 as Apple Computer Co ...
*
AT&T Labs AT&T Labs, Inc. (formerly AT&T Laboratories, Inc.) is the research & development division of AT&T, the telecommunications company. It employs some 1,800 people in various locations, including: Bedminster, New Jersey; Middletown Township, New J ...
*
Bell Labs Nokia Bell Labs, commonly referred to as ''Bell Labs'', is an American industrial research and development company owned by Finnish technology company Nokia. With headquarters located in Murray Hill, New Jersey, Murray Hill, New Jersey, the compa ...
*
HP Labs HP Labs is the exploratory and advanced research group for HP Inc. HP Labs' headquarters is in Palo Alto, California and the group has research and development facilities in Bristol, UK. The development of programmable desktop calculators, ink ...
*
Microsoft Research Microsoft Research (MSR) is the research subsidiary of Microsoft. It was created in 1991 by Richard Rashid, Bill Gates and Nathan Myhrvold with the intent to advance state-of-the-art computing and solve difficult world problems through technologi ...
*
SRI International SRI International (SRI) is a nonprofit organization, nonprofit scientific research, scientific research institute and organization headquartered in Menlo Park, California, United States. It was established in 1946 by trustees of Stanford Univer ...
(formerly ''Stanford Research Institute'') *
Xerox PARC Future Concepts division (formerly Palo Alto Research Center, PARC and Xerox PARC) is a research and development company in Palo Alto, California. It was founded in 1969 by Jacob E. "Jack" Goldman, chief scientist of Xerox Corporation, as a div ...


Persons influential in human–computer interaction

*
Tim Berners-Lee Sir Timothy John Berners-Lee (born 8 June 1955), also known as TimBL, is an English computer scientist best known as the inventor of the World Wide Web, the HTML markup language, the URL system, and HTTP. He is a professorial research fellow a ...
* Bill Buxton * John M. Carroll (information scientist) *
Douglas Engelbart Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer, inventor, and a pioneer in many aspects of computer science. He is best known for his work on founding the field of human–computer interaction, particularly ...
* Paul Fitts *
Alan Kay Alan Curtis Kay (born May 17, 1940) published by the Association for Computing Machinery 2012 is an American computer scientist who pioneered work on object-oriented programming and windowing graphical user interface (GUI) design. At Xerox ...
* Steve Mann *
Ted Nelson Theodor Holm Nelson (born June 17, 1937) is an American pioneer of information technology, philosopher, and sociologist. He coined the terms ''hypertext'' and ''hypermedia'' in 1963 and published them in 1965. According to his 1997 ''Forbes'' p ...
* Jakob Nielsen (usability consultant) * Donald Norman * Bernhard Preim *
Jef Raskin Jef Raskin (born Jeff Raskin; March 9, 1943 – February 26, 2005) was an American human–computer interface expert who conceived and began leading the Macintosh project at Apple in the late 1970s. Early life and education Jef Raskin was bo ...
* George G. Robertson *
Ben Shneiderman Ben Shneiderman (born August 21, 1947) is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathem ...
*
Herbert A. Simon Herbert Alexander Simon (June 15, 1916 – February 9, 2001) was an American scholar whose work influenced the fields of computer science, economics, and cognitive psychology. His primary research interest was decision-making within organi ...
*
Ivan Sutherland Ivan Edward Sutherland (born May 16, 1938) is an American computer scientist and Internet pioneer, widely regarded as a pioneer of computer graphics. His early work in computer graphics as well as his teaching with David C. Evans in that subje ...
* Terry Winograd


References


External links


Bad Human Factors Designs

The HCI Wiki Bibliography
with over 100,000 publications.
The HCI Bibliography
Over 100,000 publications about HCI.
Human-Centered Computing Education Digital Library

HCI Webliography
{{DEFAULTSORT:Human-computer interaction * Outlines of computing and engineering Outlines Usability Computing-related lists